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authorMarta Lofstedt <[email protected]>2015-10-14 13:35:32 +0200
committerMarta Lofstedt <[email protected]>2015-10-14 16:05:42 +0200
commit93267887a06e760b4b20618523df5e8aa4e70307 (patch)
tree11ca0ba5a768bfc1b35e3cc622b7eb438efe522d /src/glsl
parent5423c1e855c65ae6f562895791aac982141266db (diff)
glsl: Enable split of lower UBOs and SSBO also for compute shaders
The split of Uniform blocks and shader storage block only loops up to MESA_SHADER_FRAGMENT and igonres compute shaders. This cause segfault when running the OpenGL ES 3.1 CTS tests with GL_ARB_compute_shader enabled. V2: Changed to use MESA_SHADER_STAGES instead of MESA_SHADER_COMPUTE Reviewed-by: Francisco Jerez <[email protected]> Signed-off-by: Marta Lofstedt <[email protected]>
Diffstat (limited to 'src/glsl')
-rw-r--r--src/glsl/linker.cpp2
1 files changed, 1 insertions, 1 deletions
diff --git a/src/glsl/linker.cpp b/src/glsl/linker.cpp
index c61c76eff44..c15034ba904 100644
--- a/src/glsl/linker.cpp
+++ b/src/glsl/linker.cpp
@@ -4392,7 +4392,7 @@ link_shaders(struct gl_context *ctx, struct gl_shader_program *prog)
* for gl_shader_program and gl_shader, so that drivers that need separate
* index spaces for each set can have that.
*/
- for (unsigned i = MESA_SHADER_VERTEX; i <= MESA_SHADER_FRAGMENT; i++) {
+ for (unsigned i = MESA_SHADER_VERTEX; i < MESA_SHADER_STAGES; i++) {
if (prog->_LinkedShaders[i] != NULL) {
gl_shader *sh = prog->_LinkedShaders[i];
split_ubos_and_ssbos(sh,