Mesa (master): glsl/cs: Change some linker loops to use MESA_SHADER_FRAGMENT as a bound.
Paul Berry
stereotype441 at kemper.freedesktop.org
Wed Feb 5 17:25:59 UTC 2014
Module: Mesa
Branch: master
Commit: 28e526d5580739e8b4098cd08c644b9157fdc94c
URL: http://cgit.freedesktop.org/mesa/mesa/commit/?id=28e526d5580739e8b4098cd08c644b9157fdc94c
Author: Paul Berry <stereotype441 at gmail.com>
Date: Mon Jan 6 19:47:25 2014 -0800
glsl/cs: Change some linker loops to use MESA_SHADER_FRAGMENT as a bound.
Linker loops that iterate through all the stages in the pipeline need
to use MESA_SHADER_FRAGMENT as a bound, so that we can add an
additional MESA_SHADER_COMPUTE stage, without it being erroneously
included in the pipeline.
Reviewed-by: Matt Turner <mattst88 at gmail.com>
---
src/glsl/linker.cpp | 8 ++++----
1 file changed, 4 insertions(+), 4 deletions(-)
diff --git a/src/glsl/linker.cpp b/src/glsl/linker.cpp
index 93b4754..32825ba 100644
--- a/src/glsl/linker.cpp
+++ b/src/glsl/linker.cpp
@@ -2098,7 +2098,7 @@ link_shaders(struct gl_context *ctx, struct gl_shader_program *prog)
unsigned prev;
- for (prev = 0; prev < MESA_SHADER_STAGES; prev++) {
+ for (prev = 0; prev <= MESA_SHADER_FRAGMENT; prev++) {
if (prog->_LinkedShaders[prev] != NULL)
break;
}
@@ -2106,7 +2106,7 @@ link_shaders(struct gl_context *ctx, struct gl_shader_program *prog)
/* Validate the inputs of each stage with the output of the preceding
* stage.
*/
- for (unsigned i = prev + 1; i < MESA_SHADER_STAGES; i++) {
+ for (unsigned i = prev + 1; i <= MESA_SHADER_FRAGMENT; i++) {
if (prog->_LinkedShaders[i] == NULL)
continue;
@@ -2201,7 +2201,7 @@ link_shaders(struct gl_context *ctx, struct gl_shader_program *prog)
}
unsigned first;
- for (first = 0; first < MESA_SHADER_STAGES; first++) {
+ for (first = 0; first <= MESA_SHADER_FRAGMENT; first++) {
if (prog->_LinkedShaders[first] != NULL)
break;
}
@@ -2233,7 +2233,7 @@ link_shaders(struct gl_context *ctx, struct gl_shader_program *prog)
* eliminated if they are (transitively) not used in a later stage.
*/
int last, next;
- for (last = MESA_SHADER_STAGES-1; last >= 0; last--) {
+ for (last = MESA_SHADER_FRAGMENT; last >= 0; last--) {
if (prog->_LinkedShaders[last] != NULL)
break;
}
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