diff options
author | Dave Airlie <[email protected]> | 2015-12-09 16:06:48 +1000 |
---|---|---|
committer | Timothy Arceri <[email protected]> | 2015-12-19 12:00:00 +1100 |
commit | 5dc22cadb5ed4a7cf8c7d1cbaf7296c27e567e0f (patch) | |
tree | a965f38db52662b424e59ac47716d32ef4532b26 /src/glsl/linker.cpp | |
parent | 69ea66231e807eee8e6748caeeb72324036a8b6d (diff) |
glsl: fix count_attribute_slots to allow for different 64-bit handling
So vertex shader input attributes are handled different than internal
varyings between shader stages, dvec3 and dvec4 only count as
one slot for vertex attributes, but for internal varyings, they
count as 2.
This patch comments all the uses of this API to clarify what we
pass in, except one which needs further investigation
Signed-off-by: Dave Airlie <[email protected]>
Reviewed-by: Timothy Arceri <[email protected]>
Diffstat (limited to 'src/glsl/linker.cpp')
-rw-r--r-- | src/glsl/linker.cpp | 5 |
1 files changed, 3 insertions, 2 deletions
diff --git a/src/glsl/linker.cpp b/src/glsl/linker.cpp index 46d3d00d7fa..ff22b3df713 100644 --- a/src/glsl/linker.cpp +++ b/src/glsl/linker.cpp @@ -2466,7 +2466,7 @@ assign_attribute_or_color_locations(gl_shader_program *prog, return false; } - const unsigned slots = var->type->count_attribute_slots(); + const unsigned slots = var->type->count_attribute_slots(false); /* If the variable is not a built-in and has a location statically * assigned in the shader (presumably via a layout qualifier), make sure @@ -2995,7 +2995,8 @@ check_image_resources(struct gl_context *ctx, struct gl_shader_program *prog) foreach_in_list(ir_instruction, node, sh->ir) { ir_variable *var = node->as_variable(); if (var && var->data.mode == ir_var_shader_out) - fragment_outputs += var->type->count_attribute_slots(); + /* since there are no double fs outputs - pass false */ + fragment_outputs += var->type->count_attribute_slots(false); } } } |