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authorPaul Berry <[email protected]>2013-11-15 14:23:45 -0800
committerIan Romanick <[email protected]>2013-11-23 12:45:16 -0800
commita645df01340d758b79905696a7ae41e196ba57f5 (patch)
treed266e77fe16014e12f580cb0dc30e2a3379d537e /src/gallium/drivers/nouveau
parent3470916d6af016254fe938324d67d58307384920 (diff)
glsl: Fix interstage uniform interface block link error detection.
Previously, we checked for interstage uniform interface block link errors in validate_interstage_interface_blocks(), which is only called on pairs of adjacent shader stages. Therefore, we failed to detect uniform interface block mismatches between non-adjacent shader stages. Before the introduction of geometry shaders, this wasn't a problem, because the only supported shader stages were vertex and fragment shaders, therefore they were always adjacent. However, now that we allow a program to contain vertex, geometry, and fragment shaders, that is no longer the case. Fixes piglit test "skip-stage-uniform-block-array-size-mismatch". Cc: "10.0" <[email protected]> v2: Rename validate_interstage_interface_blocks() to validate_interstage_inout_blocks() to reflect the fact that it no longer validates uniform blocks. Reviewed-by: Jordan Justen <[email protected]> v3: Make validate_interstage_inout_blocks() skip uniform blocks. Reviewed-by: Ian Romanick <[email protected]> (cherry picked from commit 544e3129c5addeb6c9539339782dd54616ef0499)
Diffstat (limited to 'src/gallium/drivers/nouveau')
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