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authorJason Ekstrand <[email protected]>2015-11-23 14:03:47 -0800
committerJason Ekstrand <[email protected]>2015-11-23 14:03:47 -0800
commit179fc4aae8f782453f0488e8dd508f9a01117376 (patch)
tree5f0cc77b30d86b581fb968a71ba83c5e4c2546d7 /src/mesa/main/shader_query.cpp
parente14b2c76b40398a61f45f5d058079641661a66cb (diff)
parentd9b8fde963a53d4e06570d8bece97f806714507a (diff)
Merge remote-tracking branch 'mesa-public/master' into vulkan
This pulls in nir cloning and some much-needed upstream refactors.
Diffstat (limited to 'src/mesa/main/shader_query.cpp')
-rw-r--r--src/mesa/main/shader_query.cpp23
1 files changed, 20 insertions, 3 deletions
diff --git a/src/mesa/main/shader_query.cpp b/src/mesa/main/shader_query.cpp
index 58ba04153e6..79a91b5b6bd 100644
--- a/src/mesa/main/shader_query.cpp
+++ b/src/mesa/main/shader_query.cpp
@@ -661,6 +661,13 @@ _mesa_program_resource_index(struct gl_shader_program *shProg,
switch (res->Type) {
case GL_ATOMIC_COUNTER_BUFFER:
return RESOURCE_ATC(res) - shProg->AtomicBuffers;
+ case GL_VERTEX_SUBROUTINE:
+ case GL_GEOMETRY_SUBROUTINE:
+ case GL_FRAGMENT_SUBROUTINE:
+ case GL_COMPUTE_SUBROUTINE:
+ case GL_TESS_CONTROL_SUBROUTINE:
+ case GL_TESS_EVALUATION_SUBROUTINE:
+ return RESOURCE_SUB(res)->index;
case GL_UNIFORM_BLOCK:
case GL_SHADER_STORAGE_BLOCK:
case GL_TRANSFORM_FEEDBACK_VARYING:
@@ -1413,9 +1420,19 @@ _mesa_validate_pipeline_io(struct gl_pipeline_object *pipeline)
for (idx = prev + 1; idx < ARRAY_SIZE(pipeline->CurrentProgram); idx++) {
if (shProg[idx]) {
- if (!validate_io(shProg[prev]->_LinkedShaders[prev],
- shProg[idx]->_LinkedShaders[idx]))
- return false;
+ /* Since we now only validate precision, we can skip this step for
+ * desktop GLSL shaders, there precision qualifier is ignored.
+ *
+ * From OpenGL 4.50 Shading Language spec, section 4.7:
+ * "For the purposes of determining if an output from one shader
+ * stage matches an input of the next stage, the precision
+ * qualifier need not match."
+ */
+ if (shProg[prev]->IsES || shProg[idx]->IsES) {
+ if (!validate_io(shProg[prev]->_LinkedShaders[prev],
+ shProg[idx]->_LinkedShaders[idx]))
+ return false;
+ }
prev = idx;
}
}