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author | Ilia Mirkin <[email protected]> | 2016-02-06 17:07:59 -0500 |
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committer | Ilia Mirkin <[email protected]> | 2016-02-07 17:23:57 -0500 |
commit | ac57577e29643a59a33a7c2b01def2e297db3448 (patch) | |
tree | bc02894522670bd2c7813f89113536f61e4d4e85 | |
parent | 04c2ca5038fbfd6848cdc4f44d88b55a6047d579 (diff) |
glsl: make sure builtins are initialized before getting the shader
The builtin function shader is part of the builtin state, released
when glReleaseShaderCompiler is called. We must ensure that the
builtins have been (re)initialized before attempting to link with the
builtin shader.
Signed-off-by: Ilia Mirkin <[email protected]>
Reviewed-by: Timothy Arceri <[email protected]>
Tested-by: Rob Herring <[email protected]>
Cc: [email protected]
-rw-r--r-- | src/compiler/glsl/linker.cpp | 1 |
1 files changed, 1 insertions, 0 deletions
diff --git a/src/compiler/glsl/linker.cpp b/src/compiler/glsl/linker.cpp index 4776ffa6acd..f1ac53abb0a 100644 --- a/src/compiler/glsl/linker.cpp +++ b/src/compiler/glsl/linker.cpp @@ -2125,6 +2125,7 @@ link_intrastage_shaders(void *mem_ctx, if (ok) { memcpy(linking_shaders, shader_list, num_shaders * sizeof(gl_shader *)); + _mesa_glsl_initialize_builtin_functions(); linking_shaders[num_shaders] = _mesa_glsl_get_builtin_function_shader(); ok = link_function_calls(prog, linked, linking_shaders, num_shaders + 1); |