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authorGrigori Goronzy <[email protected]>2013-11-27 00:15:06 +0100
committerMatt Turner <[email protected]>2014-01-21 14:01:09 -0800
commit955c93dc089f85fe52f4f34971ffcca43eb87310 (patch)
treed2dc98a5aa06eff7b187d41ee406dcfd334e529d
parent41c9bf884ff266e9c2286002446ed2297838086f (diff)
glsl: Match unnamed record types across stages.
Unnamed record types are assigned to separate types per stage, e.g. if uniform struct { ... } a; is defined in both vertex and fragment shader, two separate types will result with different names. When linking the shader, this results in a type conflict. However, there is no reason why this should not be allowed according to GLSL specifications. Compare and match record types when linking shader stages to avoid this conflict. Reviewed-by: Matt Turner <[email protected]>
-rw-r--r--src/glsl/linker.cpp4
1 files changed, 4 insertions, 0 deletions
diff --git a/src/glsl/linker.cpp b/src/glsl/linker.cpp
index 85a4d388326..38a6560d1b5 100644
--- a/src/glsl/linker.cpp
+++ b/src/glsl/linker.cpp
@@ -609,6 +609,10 @@ cross_validate_globals(struct gl_shader_program *prog,
if (var->type->length != 0) {
existing->type = var->type;
}
+ } else if (var->type->is_record()
+ && existing->type->is_record()
+ && existing->type->record_compare(var->type)) {
+ existing->type = var->type;
} else {
linker_error(prog, "%s `%s' declared as type "
"`%s' and type `%s'\n",