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-rw-r--r--src/compiler/glsl/link_varyings.cpp5
1 files changed, 3 insertions, 2 deletions
diff --git a/src/compiler/glsl/link_varyings.cpp b/src/compiler/glsl/link_varyings.cpp
index 7f42f8a2150..e0f3afb9616 100644
--- a/src/compiler/glsl/link_varyings.cpp
+++ b/src/compiler/glsl/link_varyings.cpp
@@ -1775,6 +1775,7 @@ varying_matches::assign_locations(struct gl_shader_program *prog,
unsigned generic_location = 0;
unsigned generic_patch_location = MAX_VARYING*4;
bool previous_var_xfb_only = false;
+ unsigned previous_packing_class = ~0u;
for (unsigned i = 0; i < this->num_matches; i++) {
unsigned *location = &generic_location;
@@ -1809,12 +1810,12 @@ 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)) ||
- (i > 0 && this->matches[i - 1].packing_class
- != this->matches[i].packing_class )) {
+ (previous_packing_class != this->matches[i].packing_class )) {
*location = ALIGN(*location, 4);
}
previous_var_xfb_only = var->data.is_xfb_only;
+ previous_packing_class = this->matches[i].packing_class;
/* The number of components taken up by this variable. For vertex shader
* inputs, we use the number of slots * 4, as they have different