diff options
author | Paul Berry <[email protected]> | 2013-01-11 13:34:40 -0800 |
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committer | Paul Berry <[email protected]> | 2013-01-24 16:30:37 -0800 |
commit | 3680864c0b2ed4019b952c067205ca16b652cd93 (patch) | |
tree | 05eb68451b2688514ae6cee484682470e8c6c5f4 /src | |
parent | 42a29d89fd85c86387f0d119950e243b6de76d79 (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.cpp | 3 |
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) { |