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* glsl: Move builtin_function related prototypes to a separate fileIan Romanick2017-01-201-0/+1
| | | | | Signed-off-by: Ian Romanick <[email protected]> Reviewed-by: Matt Turner <[email protected]>
* mesa/glsl: move TransformFeedbackBufferStride to gl_shaderTimothy Arceri2017-01-191-37/+34
| | | | | | | | | | Here we remove the single use of this field in gl_linked_shader which allows us to move the field out of gl_shader_info While we are at it we rewrite link_xfb_stride_layout_qualifiers() to be more clear. Reviewed-by: Lionel Landwerlin <[email protected]>
* glsl: set InnerCoverage directly in gl_programTimothy Arceri2017-01-191-2/+1
| | | | | | Also move out of the shared gl_shader_info. Reviewed-by: Lionel Landwerlin <[email protected]>
* glsl: tidy up PostDepthCoverage shader fieldTimothy Arceri2017-01-191-1/+1
| | | | | | | There is no reason for this to be in the shared gl_shader_info or to copy it to gl_program at the end of linking (its already there). Reviewed-by: Lionel Landwerlin <[email protected]>
* mesa/glsl: move pixel_center_integer to gl_shaderTimothy Arceri2017-01-191-5/+3
| | | | | | | This is only used by gl_linked_shader as a temp during linking so use a temp there instead. Reviewed-by: Lionel Landwerlin <[email protected]>
* mesa/glsl: move origin_upper_left to gl_shaderTimothy Arceri2017-01-191-5/+3
| | | | | | | This is only used by gl_linked_shader as a temp during linking so use a temp there instead. Reviewed-by: Lionel Landwerlin <[email protected]>
* mesa/glsl: move uses_gl_fragcoord to gl_shaderTimothy Arceri2017-01-191-7/+5
| | | | | | | This is only used by gl_linked_shader as a temp during linking so use a temp there instead. Reviewed-by: Lionel Landwerlin <[email protected]>
* mesa/glsl: move redeclares_gl_fragcoord to gl_shaderTimothy Arceri2017-01-191-13/+8
| | | | | | | This is never used in gl_linked_shader other than as a temp during linking so just use a temp instead. Reviewed-by: Lionel Landwerlin <[email protected]>
* mesa/glsl: move ARB_fragment_coord_conventions_enable fieldTimothy Arceri2017-01-191-1/+1
| | | | | | | This is only used by gl_shader not gl_linked_shader so move it there. Reviewed-by: Lionel Landwerlin <[email protected]>
* st/mesa/glsl: set early_fragment_tests directly in shader_infoTimothy Arceri2017-01-191-2/+2
| | | | | | | We also move EarlyFragmentTests out of the gl_shader_info struct as it is now only used by gl_shader. Reviewed-by: Lionel Landwerlin <[email protected]>
* mesa/glsl/i965: set and use tcs vertices_out directlyTimothy Arceri2017-01-191-12/+12
| | | | Reviewed-by: Lionel Landwerlin <[email protected]>
* mesa/glsl: move ProgramResourceList to gl_shader_program_dataTimothy Arceri2017-01-191-10/+10
| | | | | | | | | | We also move NumProgramResourceList at the same time. GLES does interface validation on SSO at runtime so we need to move this to be able to switch to storing gl_program pointers in CurrentProgram. Reviewed-by: Lionel Landwerlin <[email protected]>
* glsl: store number of explicit uniform loactions in gl_shader_programTimothy Arceri2017-01-191-15/+12
| | | | | | | | | This allows us to cleanup the functions that pass this count around, but more importantly we will be able to call the uniform linking functions from that backends linker without having to pass this information to the backend directly via Driver.LinkShader(). Reviewed-by: Kenneth Graunke <[email protected]>
* glsl: create a new link_and_validate_uniforms() helperTimothy Arceri2017-01-191-9/+17
| | | | | | | | | Currently this just breaks up the linking code a bit but in the future i965 will call this from the backend via Driver.LinkShader() so that we can do NIR optimisations before assigning uniform locations. Reviewed-by: Kenneth Graunke <[email protected]>
* glsl: move more varying linking code to link_varyings.cppTimothy Arceri2017-01-191-148/+1
| | | | Reviewed-by: Kenneth Graunke <[email protected]>
* st/mesa/glsl: set num_images directly in shader_infoTimothy Arceri2017-01-091-3/+4
| | | | | | This change also removes the now duplicate NumImages field. Reviewed-by: Nicolai Hähnle <[email protected]>
* mesa: Introduce a compiler enum for tessellation spacing.Kenneth Graunke2017-01-071-3/+3
| | | | | | | | | | It feels weird using GL_* enums in a Vulkan driver. v2: Fix the TESS_SPACING -> PIPE_TESS_SPACING conversion. Signed-off-by: Kenneth Graunke <[email protected]> Reviewed-by: Timothy Arceri <[email protected]> Reviewed-by: Jason Ekstrand <[email protected]>
* Revert recent GLSL slot counting fiasco.Kenneth Graunke2017-01-071-3/+3
| | | | | | | | | | | | | | | | | | | | | | | | I apparently broke mark_whole_variable in ir_set_program_inouts. It was passing a type that wasn't var->type, so the wrapper didn't work out. It's all broken, revert it and start over. Fixes all kinds of things on other drivers. Revert "glsl: Make is_fixed_function_array actually check for varyings." This reverts commit 42699e12711668a142b7acf11c168cf4301c1295. Revert "glsl: Mark whole variable used for ClipDistance and TessLevel*." This reverts commit 5c580e64cc206ab160e1767c42e4d6c81f67da4d. Revert "glsl: Override the # of varying slots for ClipDistance and TessLevel*." This reverts commit 8b5749f65ac434961308ccb579fb8a816e4f29d5. Revert "glsl: Create and use a new ir_variable::count_attribute_slots() wrapper." This reverts commit 6aa5cb34d03765b7be8611aa516bc201bd337f73.
* glsl: Create and use a new ir_variable::count_attribute_slots() wrapper.Kenneth Graunke2017-01-061-3/+3
| | | | | | | | | This wraps glsl_type::count_attribute_slots(), but will soon contain a couple of overrides for a couple of GLSL built-ins variables. Signed-off-by: Kenneth Graunke <[email protected]> Reviewed-by: Jason Ekstrand <[email protected]> Reviewed-by: Timothy Arceri <[email protected]>
* mesa/glsl: set num_textures per stage directly in shader_infoTimothy Arceri2017-01-061-1/+2
| | | | Reviewed-by: Eric Anholt <[email protected]>
* st/mesa/glsl: add new is_arb_asm flag in gl_programTimothy Arceri2017-01-061-1/+1
| | | | | | | | | | | | | | | | Set the flag via the _mesa_init_gl_program() and NewProgram() helpers. In i965 we currently check for the existance of gl_shader_program to decide if this is an ARB assembly style program or not. Adding a flag makes the code clearer and will help removes a dependency on gl_shader_program in the i965 codegen functions. Also this will allow use to skip initialising sampler units for linked shaders, we currently memset it to zero again during linking. Reviewed-by: Eric Anholt <[email protected]>
* st/mesa/glsl/i965: move ShaderStorageBlocks to gl_programTimothy Arceri2017-01-061-4/+5
| | | | | | | | | | | | Having it here rather than in gl_linked_shader allows us to simplify the code. Also it is error prone to depend on the gl_linked_shader for programs in current use because a failed linking attempt will free infomation about the current program. In i965 we could be trying to recompile a shader variant but may have lost some required fields. Reviewed-by: Lionel Landwerlin <[email protected]>
* st/mesa/glsl/i965: set num_ssbos directly in shader_infoTimothy Arceri2017-01-061-7/+7
| | | | | | | Here we also remove the duplicate field in gl_linked_shader and always get the value from shader_info instead. Reviewed-by: Lionel Landwerlin <[email protected]>
* st/mesa/glsl/i965: move per stage UniformBlocks to gl_programTimothy Arceri2017-01-061-4/+4
| | | | | | | This will help allow us to store pointers to gl_program structs in the CurrentProgram array resulting in a bunch of code simplifications. Reviewed-by: Lionel Landwerlin <[email protected]>
* st/mesa/glsl/i965: set num_ubos directly in shader_infoTimothy Arceri2017-01-061-7/+7
| | | | | | | This also removes the duplicate field in gl_linked_shader, and gets num_ubos from shader_info instead. Reviewed-by: Lionel Landwerlin <[email protected]>
* mesa: add gl_constants::GLSLOptimizeConservativelyMarek Olšák2017-01-051-4/+12
| | | | | | to reduce the amount of GLSL optimizations for drivers that can do better. Reviewed-by: Eric Anholt <[email protected]>
* glsl/mesa: add reference to gl_shader_program_data from gl_programTimothy Arceri2016-12-311-0/+2
| | | | | | | | | We also add the stubs for the standalone compiler in this change. By adding a reference here we can now refactor some code to use gl_program where we were previously awkwardly using gl_shader_program. Reviewed-by: Eric Anholt <[email protected]>
* mesa/glsl/i965: remove Driver.NewShader()Timothy Arceri2016-12-301-1/+2
| | | | | | | | | After removing brw_shader in the previous commit this is no longer needed. V2: remove use in src/compiler/glsl/test_optpass.cpp Reviewed-by: Eric Anholt <[email protected]>
* mesa/glsl: move BlendSupport bitfield to gl_programTimothy Arceri2016-12-301-2/+1
| | | | | | | | | | | | This will let us to make _CurrentFragmentProgram a gl_program pointer allowing for simpilifications to be made. We also need to add a field to gl_shader to hold it during parsing. In gl_program we put it inside a union in anticipation of moving more fields here that can be only fs or vertex stage fields. Reviewed-by: Eric Anholt <[email protected]>
* mesa/glsl: move LinkedTransformFeedback from gl_shader_program to gl_programTimothy Arceri2016-12-301-8/+21
| | | | | | | | | | | | This will help allow us to store gl_program in the CurrentProgram array rather than gl_shader_program which will allow a bunch of simplifications. Note that we make LinkedTransformFeedback a pointer so we don't waste memory creating a struct for each stage. We also store a pointer to the gl_program that will contain the pointer in gl_shader_program so we can get easy access to the correct stage. Reviewed-by: Eric Anholt <[email protected]>
* mesa: move _Used to gl_programTimothy Arceri2016-12-301-1/+0
| | | | | | We no longer need to initialise it because gl_program is never reused. Reviewed-by: Eric Anholt <[email protected]>
* mesa/glsl: move subroutine metadata to gl_programTimothy Arceri2016-12-301-44/+45
| | | | | | | | This will allow us to store gl_program rather than gl_shader_program as the current program perstage which allows us to simplify code that makes use of the CurrentProgram list. Reviewed-by: Eric Anholt <[email protected]>
* glsl: Fix program interface queries relating to interface blocks.Kenneth Graunke2016-12-191-40/+60
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | This fixes 555 dEQP tests (using the nougat-cts-dev branch), Piglit's arb_program_interface_query/arb_program_interface_query-resource-query, and GL45-CTS.program_interface_query.separate-programs-{tess-control, tess-eval,geometry}. Only one dEQP program interface failure remains. I would have liked to split this up into several distinct changes, but I wasn't sure how to do that given thet tangled nature of these issues. So, the issues: * We need to treat interface blocks declared as an array of instances as a single block - removing the outer array. The resource list entry's name should not include the array length. Properties such as GL_ARRAY_SIZE should refer to the variable inside the block, not the interface block's array properties. * We need to do this prefixing even for structure variables. * We need to do this for built-ins (such as gl_PerVertex.gl_Position). * After interface array unwrapping, any variable which is an array should have [0] appended. It doesn't matter if it's a TCS/TES/GS input or TCS output - that looked like an attempt to unwrap for per-vertex variables, but that didn't consider per-patch variables, and as far as I can tell there's nothing to justify this. Several Mesa developers have suggested that Issue 16 contradicts the main specification, but I believe that it doesn't - the main spec just isn't terribly clear. The main ARB_program_interface query spec says: "* For an active interface block not declared as an array of block instances, a single entry will be generated, using the block name from the shader source. * For an active interface block declared as an array of instances, separate entries will be generated for each active instance. The name of the instance is formed by concatenating the block name, the "[" character, an integer identifying the instance number, and the "]" character." Issue 16 says that built-ins should be named "gl_PerVertex.gl_Position", but several people suggested the second bullet above means that it should be named "gl_PerVertex[array length].gl_Position". There are two important things to note. Those bullet points say "an active interface block", while the others say "variable" or "active shader storage block member". They also don't mention applying the rules recursively (unlike the other bullets). Both suggest that these rules apply to blocks themselves, not members of blocks. In fact, for GL_UNIFORM_BLOCK queries, we do have "block[0]", "block[1]", ... resource list entries - so those rules are real, and actually used. So if they don't apply to block members, then how should members be named? Unfortunately, I don't see any rules outside of issue 16 - where the rationale is very unclear. I hope to clarify the spec in the future. Signed-off-by: Kenneth Graunke <[email protected]> Reviewed-by: Alejandro Piñeiro <[email protected]> Reviewed-by: Ian Romanick <[email protected]>
* glsl: Drop bogus is_vertex_input from add_shader_variable().Kenneth Graunke2016-12-191-6/+1
| | | | | | | | | | | | stage_mask is a bitmask of shader stages, so the proper comparison would be (1 << MESA_SHADER_VERTEX), not MESA_SHADER_VERTEX itself. But we only care for structure types, and VS inputs cannot be structs. So we can just drop this entirely. Signed-off-by: Kenneth Graunke <[email protected]> Reviewed-by: Alejandro Piñeiro <[email protected]> Reviewed-by: Anuj Phogat <[email protected]>
* mesa: add support for GL_INTEL_conservative_rasterizationLionel Landwerlin2016-12-071-1/+2
| | | | | Signed-off-by: Lionel Landwerlin <[email protected]> Reviewed-by: Chris Forbes <[email protected]>
* mesa: Add GL and GLSL plumbing for ARB_post_depth_coverage for i965 (gen9+).Plamena Manolova2016-12-071-0/+4
| | | | | | | | | This extension allows the fragment shader to control whether values in gl_SampleMaskIn[] reflect the coverage after application of the early depth and stencil tests. Signed-off-by: Plamena Manolova <[email protected]> Reviewed-by: Chris Forbes <[email protected]>
* st/mesa/glsl: move Version to gl_shader_program_dataTimothy Arceri2016-12-021-11/+16
| | | | | | | | | | | This is mostly just used during linking however the st uses it when updating textures. In order to store gl_program in the CurrentProgram array rather than gl_shader_program we need to move this field to the shared gl_shader_program_data struct. Reviewed-by: Nicolai Hähnle <[email protected]>
* glsl: use linked_shaders bitmask to iterate stages for subroutine fieldsTimothy Arceri2016-11-301-25/+20
| | | | | | | | | This should be faster than looping over every stage and null checking, but will also make the code a bit cleaner when we switch to getting more fields from gl_program rather than from gl_linked_shader as we can just copy the pointer and not need to worry about null checking then copying. Reviewed-by: Ian Romanick <[email protected]>
* mesa/glsl: add bitmask to track stages a program was linked againstTimothy Arceri2016-11-301-0/+1
| | | | | | | | | | | | | | | | This will be used to enable us to store the current gl_program rather than gl_shader_program in the gl_pipline_object allowing us to simplify handing of validation. Also we should not be depending on _LinkedShader for this information as it may contain shaders from a failed linking attempt rather than the current program still in use. We could also use this mask to iterate over the stages during linking with _mesa_bit_scan() rather then the current method of NULL checking each stage. Reviewed-by: Ian Romanick <[email protected]>
* mesa: fix active subroutine uniforms properlyTimothy Arceri2016-11-291-1/+0
| | | | | | | | | | | | | | | | | | | | | | | | 07fe2d565b introduced a big hack in order to return NumSubroutineUniforms when querying ACTIVE_RESOURCES for <shader>_SUBROUTINE_UNIFORM interfaces. However this is the wrong fix we are meant to be returning the number of active resources i.e. the count of subroutine uniforms in the resource list which is what the code was previously doing, anything else will cause trouble when trying to retrieve the resource properties based on the ACTIVE_RESOURCES count. The real problem is that NumSubroutineUniforms was counting array elements as separate uniforms but the innermost array is always considered a single uniform so we fix that count instead which was counted incorrectly in 7fa0250f9. Idealy we could probably completely remove NumSubroutineUniforms and just compute its value when needed from the resource list but this works for now. Reviewed-by: Alejandro Piñeiro <[email protected]> Reviewed-by: Tapani Pälli <[email protected]> Cc: 13.0 <[email protected]>
* glsl: add gl_linked_shader::SourceChecksumMarek Olšák2016-11-221-0/+10
| | | | | | | | for debugging v2: wrap all checksums in #ifdef DEBUG Reviewed-by: Timothy Arceri <[email protected]>
* glsl: fix NULL checkTimothy Arceri2016-11-221-1/+1
| | | | Fixes copy and paste error in 9d96d3803ab
* st/mesa/glsl/nir/i965: make use of new gl_shader_program_data in ↵Timothy Arceri2016-11-191-57/+59
| | | | | | gl_shader_program Reviewed-by: Emil Velikov <[email protected]>
* glsl: create gl_program at the start of linking rather than the endTimothy Arceri2016-11-191-0/+16
| | | | | | | | | | | | | | | | | | This will allow us to directly store metadata we want to retain in gl_program this metadata is currently stored in gl_linked_shader and will be lost if relinking fails even though the program will remain in use and is still valid according to the spec. "If a program object that is active for any shader stage is re-linked unsuccessfully, the link status will be set to FALSE, but any existing executables and associated state will remain part of the current rendering state until a subsequent call to UseProgram, UseProgramStages, or BindProgramPipeline removes them from use." This change will also help avoid the double handing that happens in _mesa_copy_linked_program_data(). Reviewed-by: Emil Velikov <[email protected]>
* glsl/linker: Allow link_intrastage_shaders when there is no main()Ian Romanick2016-11-101-11/+17
| | | | | | | | This enables a sort of par-linking. The primary use for this feature is resolving built-in functions in the stand-alone compiler. Signed-off-by: Ian Romanick <[email protected]> Reviewed-by: Iago Toral Quiroga <[email protected]>
* mesa: remove LowerShaderSharedVariablesMarek Olšák2016-11-101-1/+1
| | | | | | always true for compute shaders Reviewed-by: Kenneth Graunke <[email protected]>
* linker: Accurately track gl_uniform_block::stagerefIan Romanick2016-11-091-2/+1
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | As the linked per-stage shaders are processed, mark any block that has a field that is accessed as referenced. When combining all the linked shaders, combine the per-stage stageref masks. This fixes a number of GLES CTS tests: ES31-CTS.core.geometry_shader.program_resource.program_resource ES32-CTS.core.geometry_shader.program_resource.program_resource ESEXT-CTS.geometry_shader.program_resource.program_resource piglit.gl45-cts.geometry_shader.program_resource.program_resource However, it makes quite a few more fail: ES31-CTS.functional.program_interface_query.buffer_variable.random.6 ES31-CTS.functional.program_interface_query.buffer_variable.referenced_by.compute.unnamed_block.float ES31-CTS.functional.program_interface_query.buffer_variable.referenced_by.separable_fragment.unnamed_block.float ES31-CTS.functional.program_interface_query.buffer_variable.referenced_by.vertex_fragment_only_fragment.unnamed_block.float ES31-CTS.functional.program_interface_query.buffer_variable.referenced_by.vertex_fragment.unnamed_block.float ES31-CTS.functional.program_interface_query.buffer_variable.referenced_by.vertex_geo_fragment_only_fragment.unnamed_block.float ES31-CTS.functional.program_interface_query.buffer_variable.referenced_by.vertex_geo_fragment.unnamed_block.float ES31-CTS.functional.program_interface_query.buffer_variable.referenced_by.vertex_tess_fragment_only_fragment.unnamed_block.float ES31-CTS.functional.program_interface_query.buffer_variable.referenced_by.vertex_tess_fragment.unnamed_block.float ES31-CTS.functional.program_interface_query.buffer_variable.referenced_by.vertex_tess_geo_fragment_only_fragment.unnamed_block.float ES31-CTS.functional.program_interface_query.buffer_variable.referenced_by.vertex_tess_geo_fragment.unnamed_block.float ES32-CTS.functional.program_interface_query.buffer_variable.random.6 ES32-CTS.functional.program_interface_query.buffer_variable.referenced_by.compute.unnamed_block.float ES32-CTS.functional.program_interface_query.buffer_variable.referenced_by.separable_fragment.unnamed_block.float ES32-CTS.functional.program_interface_query.buffer_variable.referenced_by.vertex_fragment_only_fragment.unnamed_block.float ES32-CTS.functional.program_interface_query.buffer_variable.referenced_by.vertex_fragment.unnamed_block.float ES32-CTS.functional.program_interface_query.buffer_variable.referenced_by.vertex_geo_fragment_only_fragment.unnamed_block.float ES32-CTS.functional.program_interface_query.buffer_variable.referenced_by.vertex_geo_fragment.unnamed_block.float ES32-CTS.functional.program_interface_query.buffer_variable.referenced_by.vertex_tess_fragment_only_fragment.unnamed_block.float ES32-CTS.functional.program_interface_query.buffer_variable.referenced_by.vertex_tess_fragment.unnamed_block.float ES32-CTS.functional.program_interface_query.buffer_variable.referenced_by.vertex_tess_geo_fragment_only_fragment.unnamed_block.float ES32-CTS.functional.program_interface_query.buffer_variable.referenced_by.vertex_tess_geo_fragment.unnamed_block.float I have diagnosed the failures, but I'm not sure whether we or the tests are wrong. After optimizations are applied, all of the tests are of the form: buffer X { float f; } x; void main() { x.f = x.f; } The test then queries that x is referenced by that shader stage. We eliminate the assignment of x.f to itself, and that removes the last reference to x. We report that x is not referenced, and the test fails. I do not know whether or not we are allowed to eliminate that assignment of x.f to itself. After discussions with the OpenGL ES group in Khronos, we believe that Mesa's behavior is correct. I will provide patches to the CTS tests to Khronos. Signed-off-by: Ian Romanick <[email protected]> Reviewed-by: Nicolai Hähnle <[email protected]> Reviewed-by: Kenneth Graunke <[email protected]>
* glsl: Update deref types when resizing implicitly sized arrays.Kenneth Graunke2016-11-031-23/+47
| | | | | | | | | | | | | | | | | | | | | | | | | | | | At link time, we resolve the size of implicitly sized arrays. When doing so, we update the type of the ir_variables. However, we neglected to update the type of ir_dereference nodes which reference those variables. It turns out array_resize_visitor (for GS/TCS/TES interface array handling) already did 2/3 of the cases for this, so we can simply refactor the code and reuse it. This fixes: GL45-CTS.shader_storage_buffer_object.basic-syntax GL45-CTS.shader_storage_buffer_object.basic-syntaxSSO which have an SSBO containing an implicitly sized array, followed by some other members. setup_buffer_access uses the dereference types to compute offsets to fields, and it had a stale type where the implicitly sized array's length was still 0 instead of the actual length. While we're here, we can also fix update_array_sizes to properly update deref types as well, fixing a FINISHME from 2010. Cc: [email protected] Signed-off-by: Kenneth Graunke <[email protected]> Reviewed-by: Timothy Arceri <[email protected]>
* mesa/glsl: delete previously linked shaders earlier when linkingTimothy Arceri2016-11-031-8/+0
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | This moves the delete linked shaders call to _mesa_clear_shader_program_data() which makes sure we delete them before returning due to any validation problems. It also reduces some code duplication. From the OpenGL 4.5 Core spec: "If LinkProgram failed, any information about a previous link of that program object is lost. Thus, a failed link does not restore the old state of program. ... If one of these commands is called with a program for which LinkProgram failed, no error is generated unless otherwise noted. Implementations may return information on variables and interface blocks that would have been active had the program been linked successfully. In cases where the link failed because the program required too many resources, these commands may help applications determine why limits were exceeded." Therefore it's expected that we shouldn't be able to query the program that failed to link and retrieve information about a previously successful link. Before this change the linker was doing validation before freeing the previously linked shaders and therefore could exit on failure before they were freed. This change also fixes an issue in compat profile where a program with no shaders attached is expect to fall back to fixed function but was instead trying to relink IR from a previous link. Reviewed-by: Tapani Pälli <[email protected]> Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=97715 Cc: "13.0" <[email protected]>
* glsl: Fix reading of uninitialized memoryJuha-Pekka Heikkila2016-10-311-2/+2
| | | | | | | | | | Switch to use memory allocations which zero memory for places where needed. v2: modify and rebase on top of Marek's series (Tapani) Signed-off-by: Juha-Pekka Heikkila <[email protected]> Signed-off-by: Marek Olšák <[email protected]>