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authorTapani Pälli <[email protected]>2015-12-09 09:48:57 +0200
committerTapani Pälli <[email protected]>2015-12-10 07:51:55 +0200
commit8cc372b6d910c4d3b59066cbb47434da0d765196 (patch)
treeb940836be02b253acbf9109383a34b2589ce358e
parent2377db2c4e87ad7d418f1f3218b501c1a0cd8373 (diff)
glsl: do not loose always_active_io when packing varyings
Otherwise packed and inactive varyings get optimized away. This needs to be prevented when using separate shader objects where interface needs to be preserved. Signed-off-by: Tapani Pälli <[email protected]> Reviewed-by: Timothy Arceri <[email protected]>
-rw-r--r--src/glsl/lower_packed_varyings.cpp1
1 files changed, 1 insertions, 0 deletions
diff --git a/src/glsl/lower_packed_varyings.cpp b/src/glsl/lower_packed_varyings.cpp
index 037c27d88ab..8d1eb1725d5 100644
--- a/src/glsl/lower_packed_varyings.cpp
+++ b/src/glsl/lower_packed_varyings.cpp
@@ -622,6 +622,7 @@ lower_packed_varyings_visitor::get_packed_varying_deref(
packed_var->data.interpolation = unpacked_var->data.interpolation;
packed_var->data.location = location;
packed_var->data.precision = unpacked_var->data.precision;
+ packed_var->data.always_active_io = unpacked_var->data.always_active_io;
unpacked_var->insert_before(packed_var);
this->packed_varyings[slot] = packed_var;
} else {