diff options
author | Marta Lofstedt <[email protected]> | 2015-10-14 13:35:32 +0200 |
---|---|---|
committer | Marta Lofstedt <[email protected]> | 2015-10-14 16:05:42 +0200 |
commit | 93267887a06e760b4b20618523df5e8aa4e70307 (patch) | |
tree | 11ca0ba5a768bfc1b35e3cc622b7eb438efe522d | |
parent | 5423c1e855c65ae6f562895791aac982141266db (diff) |
glsl: Enable split of lower UBOs and SSBO also for compute shaders
The split of Uniform blocks and shader storage block only loops
up to MESA_SHADER_FRAGMENT and igonres compute shaders.
This cause segfault when running the OpenGL ES 3.1 CTS tests
with GL_ARB_compute_shader enabled.
V2: Changed to use MESA_SHADER_STAGES instead of
MESA_SHADER_COMPUTE
Reviewed-by: Francisco Jerez <[email protected]>
Signed-off-by: Marta Lofstedt <[email protected]>
-rw-r--r-- | src/glsl/linker.cpp | 2 |
1 files changed, 1 insertions, 1 deletions
diff --git a/src/glsl/linker.cpp b/src/glsl/linker.cpp index c61c76eff44..c15034ba904 100644 --- a/src/glsl/linker.cpp +++ b/src/glsl/linker.cpp @@ -4392,7 +4392,7 @@ link_shaders(struct gl_context *ctx, struct gl_shader_program *prog) * for gl_shader_program and gl_shader, so that drivers that need separate * index spaces for each set can have that. */ - for (unsigned i = MESA_SHADER_VERTEX; i <= MESA_SHADER_FRAGMENT; i++) { + for (unsigned i = MESA_SHADER_VERTEX; i < MESA_SHADER_STAGES; i++) { if (prog->_LinkedShaders[i] != NULL) { gl_shader *sh = prog->_LinkedShaders[i]; split_ubos_and_ssbos(sh, |