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authorPaul Berry <[email protected]>2013-01-11 13:34:40 -0800
committerPaul Berry <[email protected]>2013-01-24 16:30:37 -0800
commit3680864c0b2ed4019b952c067205ca16b652cd93 (patch)
tree05eb68451b2688514ae6cee484682470e8c6c5f4 /src
parent42a29d89fd85c86387f0d119950e243b6de76d79 (diff)
glsl: Disable structure splitting for shader ins/outs.
Previously, it didn't matter whether structure splitting tried to split shader ins/outs, because structs were prohibited from being used for shader ins/outs. However, GLSL 3.00 ES supports varying structs. In order for varying structs to work, we need to make sure that structure splitting doesn't get applied to them, because if it does, then the linker won't be able to match up varyings properly. Reviewed-by: Jordan Justen <[email protected]> Reviewed-by: Eric Anholt <[email protected]>
Diffstat (limited to 'src')
-rw-r--r--src/glsl/opt_structure_splitting.cpp3
1 files changed, 2 insertions, 1 deletions
diff --git a/src/glsl/opt_structure_splitting.cpp b/src/glsl/opt_structure_splitting.cpp
index 9b3f048e4dd..806c079e585 100644
--- a/src/glsl/opt_structure_splitting.cpp
+++ b/src/glsl/opt_structure_splitting.cpp
@@ -104,7 +104,8 @@ ir_structure_reference_visitor::get_variable_entry(ir_variable *var)
{
assert(var);
- if (!var->type->is_record() || var->mode == ir_var_uniform)
+ if (!var->type->is_record() || var->mode == ir_var_uniform
+ || var->mode == ir_var_shader_in || var->mode == ir_var_shader_out)
return NULL;
foreach_iter(exec_list_iterator, iter, this->variable_list) {