diff options
author | Andres Gomez <[email protected]> | 2019-03-08 23:21:58 +0200 |
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committer | Andres Gomez <[email protected]> | 2019-04-15 22:34:50 +0000 |
commit | 42351c21bbb9ed5e067737ac72e1da510832ddd7 (patch) | |
tree | fcf790858a35ec32adfe316d7de2a5a4c518a13c /src/compiler/glsl/linker.cpp | |
parent | 6281517f3e249024285b137975196432798db530 (diff) |
glsl/linker: always validate explicit locations for first and last interfaces
Until now, we were only doing this when linking a SSO
program. However, nothing avoids linking a non SSO program which
doesn't have both a VS and FS. In those cases, we also need to report
the usual linking errors, if happening.
v2: Use a better name for the renamed function (Timothy).
Signed-off-by: Andres Gomez <[email protected]>
Reviewed-by: Timothy Arceri <[email protected]>
Diffstat (limited to 'src/compiler/glsl/linker.cpp')
-rw-r--r-- | src/compiler/glsl/linker.cpp | 15 |
1 files changed, 7 insertions, 8 deletions
diff --git a/src/compiler/glsl/linker.cpp b/src/compiler/glsl/linker.cpp index 5667fb73f1e..efcef9fedf0 100644 --- a/src/compiler/glsl/linker.cpp +++ b/src/compiler/glsl/linker.cpp @@ -5141,15 +5141,14 @@ link_shaders(struct gl_context *ctx, struct gl_shader_program *prog) prev = i; } - /* The cross validation of outputs/inputs above validates explicit locations - * but for SSO programs we need to do this also for the inputs in the - * first stage and outputs of the last stage included in the program, since - * there is no cross validation for these. + /* The cross validation of outputs/inputs above validates interstage + * explicit locations. We need to do this also for the inputs in the first + * stage and outputs of the last stage included in the program, since there + * is no cross validation for these. */ - if (prog->SeparateShader) - validate_sso_explicit_locations(ctx, prog, - (gl_shader_stage) first, - (gl_shader_stage) last); + validate_first_and_last_interface_explicit_locations(ctx, prog, + (gl_shader_stage) first, + (gl_shader_stage) last); /* Cross-validate uniform blocks between shader stages */ validate_interstage_uniform_blocks(prog, prog->_LinkedShaders); |