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authorIlia Mirkin <[email protected]>2015-12-13 03:23:13 -0500
committerIlia Mirkin <[email protected]>2015-12-13 11:35:28 -0500
commiteca8f38dcffb700fdfe413a707d524e6a84bd453 (patch)
tree7fc80c1bbf10d30b4505d5addb88244d064d7f60 /src/glsl
parent839793680f99b8387bee9489733d5071c10f3ace (diff)
glsl: assign varying locations to tess shaders when doing SSO
GRID Autosport uses SSO shaders. When a tessellation evaluation shader is passed through this, it triggers assertion failures down the line with unassigned varying locations. Make sure to do this when the first shader in the pipeline is not a vertex shader. Signed-off-by: Ilia Mirkin <[email protected]> Reviewed-by: Timothy Arceri <[email protected]> Cc: "11.0 11.1" <[email protected]>
Diffstat (limited to 'src/glsl')
-rw-r--r--src/glsl/linker.cpp8
1 files changed, 4 insertions, 4 deletions
diff --git a/src/glsl/linker.cpp b/src/glsl/linker.cpp
index a87bbb2b994..b39c7f5d3ab 100644
--- a/src/glsl/linker.cpp
+++ b/src/glsl/linker.cpp
@@ -4423,13 +4423,13 @@ link_shaders(struct gl_context *ctx, struct gl_shader_program *prog)
if (first < MESA_SHADER_FRAGMENT) {
gl_shader *const sh = prog->_LinkedShaders[last];
- if (first == MESA_SHADER_GEOMETRY) {
+ if (first != MESA_SHADER_VERTEX) {
/* There was no vertex shader, but we still have to assign varying
- * locations for use by geometry shader inputs in SSO.
+ * locations for use by tessellation/geometry shader inputs in SSO.
*
* If the shader is not separable (i.e., prog->SeparateShader is
- * false), linking will have already failed when first is
- * MESA_SHADER_GEOMETRY.
+ * false), linking will have already failed when first is not
+ * MESA_SHADER_VERTEX.
*/
if (!assign_varying_locations(ctx, mem_ctx, prog,
NULL, prog->_LinkedShaders[first],