diff options
author | Paul Berry <[email protected]> | 2014-01-06 19:47:25 -0800 |
---|---|---|
committer | Paul Berry <[email protected]> | 2014-02-05 09:00:31 -0800 |
commit | 28e526d5580739e8b4098cd08c644b9157fdc94c (patch) | |
tree | 72b9d74476bea0537abda8c1d5b6739b60f235da | |
parent | 79134cb51609724cc4d94ade12dc52a09e2e91db (diff) |
glsl/cs: Change some linker loops to use MESA_SHADER_FRAGMENT as a bound.
Linker loops that iterate through all the stages in the pipeline need
to use MESA_SHADER_FRAGMENT as a bound, so that we can add an
additional MESA_SHADER_COMPUTE stage, without it being erroneously
included in the pipeline.
Reviewed-by: Matt Turner <[email protected]>
-rw-r--r-- | src/glsl/linker.cpp | 8 |
1 files changed, 4 insertions, 4 deletions
diff --git a/src/glsl/linker.cpp b/src/glsl/linker.cpp index 93b4754970c..32825ba41cc 100644 --- a/src/glsl/linker.cpp +++ b/src/glsl/linker.cpp @@ -2098,7 +2098,7 @@ link_shaders(struct gl_context *ctx, struct gl_shader_program *prog) unsigned prev; - for (prev = 0; prev < MESA_SHADER_STAGES; prev++) { + for (prev = 0; prev <= MESA_SHADER_FRAGMENT; prev++) { if (prog->_LinkedShaders[prev] != NULL) break; } @@ -2106,7 +2106,7 @@ link_shaders(struct gl_context *ctx, struct gl_shader_program *prog) /* Validate the inputs of each stage with the output of the preceding * stage. */ - for (unsigned i = prev + 1; i < MESA_SHADER_STAGES; i++) { + for (unsigned i = prev + 1; i <= MESA_SHADER_FRAGMENT; i++) { if (prog->_LinkedShaders[i] == NULL) continue; @@ -2201,7 +2201,7 @@ link_shaders(struct gl_context *ctx, struct gl_shader_program *prog) } unsigned first; - for (first = 0; first < MESA_SHADER_STAGES; first++) { + for (first = 0; first <= MESA_SHADER_FRAGMENT; first++) { if (prog->_LinkedShaders[first] != NULL) break; } @@ -2233,7 +2233,7 @@ link_shaders(struct gl_context *ctx, struct gl_shader_program *prog) * eliminated if they are (transitively) not used in a later stage. */ int last, next; - for (last = MESA_SHADER_STAGES-1; last >= 0; last--) { + for (last = MESA_SHADER_FRAGMENT; last >= 0; last--) { if (prog->_LinkedShaders[last] != NULL) break; } |