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author | Paul Berry <[email protected]> | 2013-11-15 14:23:45 -0800 |
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committer | Paul Berry <[email protected]> | 2013-11-21 15:05:09 -0800 |
commit | 544e3129c5addeb6c9539339782dd54616ef0499 (patch) | |
tree | f615f76a4c237750a3f0af3ad13952f85ec5069b /src/gallium/drivers/r600/evergreen_compute.c | |
parent | 0f4cacbb53c23e4fa027375c492edd17b40ae748 (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]>
Diffstat (limited to 'src/gallium/drivers/r600/evergreen_compute.c')
0 files changed, 0 insertions, 0 deletions