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author | Ilia Mirkin <[email protected]> | 2016-02-06 17:07:59 -0500 |
---|---|---|
committer | Emil Velikov <[email protected]> | 2016-04-11 19:51:19 +0100 |
commit | 777ba349cd9c6ddd135f04c83693e727d8c16197 (patch) | |
tree | c630a9c8046826eface8bcb0d88ab9f52e9968e4 /src/glsl | |
parent | 7e103fe53fdd2b2030462cb981fdda040af390bb (diff) |
glsl: make sure builtins are initialized before getting the shader
The builtin function shader is part of the builtin state, released
when glReleaseShaderCompiler is called. We must ensure that the
builtins have been (re)initialized before attempting to link with the
builtin shader.
Signed-off-by: Ilia Mirkin <[email protected]>
Reviewed-by: Timothy Arceri <[email protected]>
Tested-by: Rob Herring <[email protected]>
Cc: [email protected]
(cherry picked from commit ac57577e29643a59a33a7c2b01def2e297db3448)
Diffstat (limited to 'src/glsl')
-rw-r--r-- | src/glsl/linker.cpp | 1 |
1 files changed, 1 insertions, 0 deletions
diff --git a/src/glsl/linker.cpp b/src/glsl/linker.cpp index 02295ea2f13..200a0afffce 100644 --- a/src/glsl/linker.cpp +++ b/src/glsl/linker.cpp @@ -2117,6 +2117,7 @@ link_intrastage_shaders(void *mem_ctx, if (ok) { memcpy(linking_shaders, shader_list, num_shaders * sizeof(gl_shader *)); + _mesa_glsl_initialize_builtin_functions(); linking_shaders[num_shaders] = _mesa_glsl_get_builtin_function_shader(); ok = link_function_calls(prog, linked, linking_shaders, num_shaders + 1); |