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-rw-r--r--src/glsl/linker.cpp6
1 files changed, 6 insertions, 0 deletions
diff --git a/src/glsl/linker.cpp b/src/glsl/linker.cpp
index dea58387160..c8d430caf57 100644
--- a/src/glsl/linker.cpp
+++ b/src/glsl/linker.cpp
@@ -1733,6 +1733,12 @@ link_shaders(struct gl_context *ctx, struct gl_shader_program *prog)
prog->LinkStatus = true;
}
+
+ for (unsigned int i = 0; i < MESA_SHADER_TYPES; i++) {
+ if (prog->_LinkedShaders[i] != NULL)
+ lower_named_interface_blocks(mem_ctx, prog->_LinkedShaders[i]);
+ }
+
/* Implement the GLSL 1.30+ rule for discard vs infinite loops Do
* it before optimization because we want most of the checks to get
* dropped thanks to constant propagation.