diff options
-rw-r--r-- | src/compiler/glsl/link_varyings.cpp | 14 |
1 files changed, 13 insertions, 1 deletions
diff --git a/src/compiler/glsl/link_varyings.cpp b/src/compiler/glsl/link_varyings.cpp index e0f3afb9616..0a484ce1329 100644 --- a/src/compiler/glsl/link_varyings.cpp +++ b/src/compiler/glsl/link_varyings.cpp @@ -1777,6 +1777,16 @@ varying_matches::assign_locations(struct gl_shader_program *prog, bool previous_var_xfb_only = false; unsigned previous_packing_class = ~0u; + /* For tranform feedback separate mode, we know the number of attributes + * is <= the number of buffers. So packing isn't critical. In fact, + * packing vec3 attributes can cause trouble because splitting a vec3 + * effectively creates an additional transform feedback output. The + * extra TFB output may exceed device driver limits. + */ + const bool dont_pack_vec3 = + (prog->TransformFeedback.BufferMode == GL_SEPARATE_ATTRIBS && + prog->TransformFeedback.NumVarying > 0); + for (unsigned i = 0; i < this->num_matches; i++) { unsigned *location = &generic_location; const ir_variable *var; @@ -1810,7 +1820,9 @@ varying_matches::assign_locations(struct gl_shader_program *prog, if (var->data.must_be_shader_input || (this->disable_varying_packing && !(previous_var_xfb_only && var->data.is_xfb_only)) || - (previous_packing_class != this->matches[i].packing_class )) { + (previous_packing_class != this->matches[i].packing_class) || + (this->matches[i].packing_order == PACKING_ORDER_VEC3 && + dont_pack_vec3)) { *location = ALIGN(*location, 4); } |