diff options
author | Jason Ekstrand <[email protected]> | 2015-11-10 14:13:47 -0800 |
---|---|---|
committer | Jason Ekstrand <[email protected]> | 2015-11-12 22:08:43 -0800 |
commit | 4bbf2ac06e71102a65b4d0427a0ba630a3c2477c (patch) | |
tree | 4d3a453117289e247882ec14a0ccf8a3db123541 /src/glsl/nir/nir_validate.c | |
parent | 79f68306d23bfb48ef645c4bded8ee7b74d2d661 (diff) |
nir/validate: Allow subroutine types for the tails of derefs
The shader-subroutine code creates uniforms of type SUBROUTINE for
subroutines that are then read as integers in the backends. If we ever
want to do any optimizations on these, we'll need to come up with a better
plan where they are actual scalars or something, but this works for now.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=92859
Reviewed-by: Connor Abbott <[email protected]>
Diffstat (limited to 'src/glsl/nir/nir_validate.c')
-rw-r--r-- | src/glsl/nir/nir_validate.c | 8 |
1 files changed, 6 insertions, 2 deletions
diff --git a/src/glsl/nir/nir_validate.c b/src/glsl/nir/nir_validate.c index a42e830fd72..51c2529dc38 100644 --- a/src/glsl/nir/nir_validate.c +++ b/src/glsl/nir/nir_validate.c @@ -401,7 +401,9 @@ validate_intrinsic_instr(nir_intrinsic_instr *instr, validate_state *state) case nir_intrinsic_load_var: { const struct glsl_type *type = nir_deref_tail(&instr->variables[0]->deref)->type; - assert(glsl_type_is_vector_or_scalar(type)); + assert(glsl_type_is_vector_or_scalar(type) || + (instr->variables[0]->var->data.mode == nir_var_uniform && + glsl_get_base_type(type) == GLSL_TYPE_SUBROUTINE)); assert(instr->num_components == glsl_get_vector_elements(type)); assert(instr->variables[0]->var->data.mode != nir_var_shader_out); break; @@ -409,7 +411,9 @@ validate_intrinsic_instr(nir_intrinsic_instr *instr, validate_state *state) case nir_intrinsic_store_var: { const struct glsl_type *type = nir_deref_tail(&instr->variables[0]->deref)->type; - assert(glsl_type_is_vector_or_scalar(type)); + assert(glsl_type_is_vector_or_scalar(type) || + (instr->variables[0]->var->data.mode == nir_var_uniform && + glsl_get_base_type(type) == GLSL_TYPE_SUBROUTINE)); assert(instr->num_components == glsl_get_vector_elements(type)); assert(instr->variables[0]->var->data.mode != nir_var_shader_in && instr->variables[0]->var->data.mode != nir_var_uniform && |