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authorPaul Berry <[email protected]>2013-06-10 14:01:45 -0700
committerPaul Berry <[email protected]>2013-08-01 20:19:47 -0700
commit6a2baf3a06125405aa648e208af782e53f1312c0 (patch)
tree29581b5fe907bb2c0a156172d0971e18326a52bb
parent8fc41df54909d6c9bd2d8499b8124cde44834ced (diff)
glsl/linker: Make update_array_sizes apply to just uniforms.
Commit 586b4b5 (glsl: Also update implicit sizes of varyings at link time) extended update_array_sizes() to apply to both uniforms and shader ins/outs. However, doing creates problems for geometry shaders, because update_array_sizes() assumes that variables with matching names in different parts of the pipeline should have the same sizes. With the addition of geometry shaders, this is no longer true (e.g. both vertex and geometry shaders have a gl_ClipDistance output variable, but there's no reason these variables should have the same sizes). The original reason for commit 586b4b5 (avoid problems with gl_TexCoord being 0 length) has since been addressed by commit 6f53921 (linker: Ensure that unsized arrays have a size after linking). So go ahead and switch update_array_sizes() back to only acting on uniforms. Reviewed-by: Ian Romanick <[email protected]> Reviewed-by: Kenneth Graunke <[email protected]>
-rw-r--r--src/glsl/linker.cpp4
1 files changed, 1 insertions, 3 deletions
diff --git a/src/glsl/linker.cpp b/src/glsl/linker.cpp
index 82075cbc0e3..7fae0b8c47d 100644
--- a/src/glsl/linker.cpp
+++ b/src/glsl/linker.cpp
@@ -1094,9 +1094,7 @@ update_array_sizes(struct gl_shader_program *prog)
foreach_list(node, prog->_LinkedShaders[i]->ir) {
ir_variable *const var = ((ir_instruction *) node)->as_variable();
- if ((var == NULL) || (var->mode != ir_var_uniform &&
- var->mode != ir_var_shader_in &&
- var->mode != ir_var_shader_out) ||
+ if ((var == NULL) || (var->mode != ir_var_uniform) ||
!var->type->is_array())
continue;