From 955c93dc089f85fe52f4f34971ffcca43eb87310 Mon Sep 17 00:00:00 2001 From: Grigori Goronzy Date: Wed, 27 Nov 2013 00:15:06 +0100 Subject: glsl: Match unnamed record types across stages. Unnamed record types are assigned to separate types per stage, e.g. if uniform struct { ... } a; is defined in both vertex and fragment shader, two separate types will result with different names. When linking the shader, this results in a type conflict. However, there is no reason why this should not be allowed according to GLSL specifications. Compare and match record types when linking shader stages to avoid this conflict. Reviewed-by: Matt Turner --- src/glsl/linker.cpp | 4 ++++ 1 file changed, 4 insertions(+) (limited to 'src/glsl/linker.cpp') diff --git a/src/glsl/linker.cpp b/src/glsl/linker.cpp index 85a4d388326..38a6560d1b5 100644 --- a/src/glsl/linker.cpp +++ b/src/glsl/linker.cpp @@ -609,6 +609,10 @@ cross_validate_globals(struct gl_shader_program *prog, if (var->type->length != 0) { existing->type = var->type; } + } else if (var->type->is_record() + && existing->type->is_record() + && existing->type->record_compare(var->type)) { + existing->type = var->type; } else { linker_error(prog, "%s `%s' declared as type " "`%s' and type `%s'\n", -- cgit v1.2.3