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authorIlia Mirkin <[email protected]>2016-02-06 17:07:59 -0500
committerEmil Velikov <[email protected]>2016-04-11 19:51:19 +0100
commit777ba349cd9c6ddd135f04c83693e727d8c16197 (patch)
treec630a9c8046826eface8bcb0d88ab9f52e9968e4 /src/glsl
parent7e103fe53fdd2b2030462cb981fdda040af390bb (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.cpp1
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);