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authorIlia Mirkin <[email protected]>2017-08-27 00:09:31 -0400
committerIlia Mirkin <[email protected]>2017-08-28 09:07:40 -0400
commiteefeff09a784eb139cbf682b98926c0eaa00eb21 (patch)
tree931456cd117ce6d4fecd0b06646ae11f1e64d112
parent5dd072380ad9fc20e93248ac8a268fe826339791 (diff)
glsl: fix counting of vertex shader output slots used by explicit vars
The argument to count_attribute_slots should only be set to true for vertex inputs, not for all vertex shader varyings. Fixes KHR-GL45.enhanced_layouts.varying_locations Signed-off-by: Ilia Mirkin <[email protected]> Reviewed-by: Timothy Arceri <[email protected]> Reviewed-by: Nicolai Hähnle <[email protected]> Cc: [email protected]
-rw-r--r--src/compiler/glsl/link_varyings.cpp3
1 files changed, 2 insertions, 1 deletions
diff --git a/src/compiler/glsl/link_varyings.cpp b/src/compiler/glsl/link_varyings.cpp
index 6c9a3d12d1d..528506fd0eb 100644
--- a/src/compiler/glsl/link_varyings.cpp
+++ b/src/compiler/glsl/link_varyings.cpp
@@ -2072,7 +2072,8 @@ reserved_varying_slot(struct gl_linked_shader *stage,
var_slot = var->data.location - VARYING_SLOT_VAR0;
unsigned num_elements = get_varying_type(var, stage->Stage)
- ->count_attribute_slots(stage->Stage == MESA_SHADER_VERTEX);
+ ->count_attribute_slots(io_mode == ir_var_shader_in &&
+ stage->Stage == MESA_SHADER_VERTEX);
for (unsigned i = 0; i < num_elements; i++) {
if (var_slot >= 0 && var_slot < MAX_VARYINGS_INCL_PATCH)
slots |= UINT64_C(1) << var_slot;