[Mesa-dev] [PATCH] glsl: disable resource checking in the linker until it's done right
Kenneth Graunke
kenneth at whitecape.org
Sun Nov 20 16:06:51 PST 2011
On 11/20/2011 01:15 PM, Marek Olšák wrote:
> ---
> src/glsl/linker.cpp | 20 ++++++++++++++++++++
> 1 files changed, 20 insertions(+), 0 deletions(-)
>
> diff --git a/src/glsl/linker.cpp b/src/glsl/linker.cpp
> index 3527088..8089255 100644
> --- a/src/glsl/linker.cpp
> +++ b/src/glsl/linker.cpp
> @@ -2230,8 +2230,28 @@ link_shaders(struct gl_context *ctx, struct gl_shader_program *prog)
> link_assign_uniform_locations(prog);
> store_fragdepth_layout(prog);
>
> + /* This is disabled for now because the checks are breaking a lot of apps.
Out of curiosity, what apps?
> + * The two shaders below should be linked without errors. There are
> + * backends which can run these shaders just fine.
> + *
> + * This shader uses 2 uniform components:
> + * uniform float array[1234];
> + * void main() {
> + * gl_FragColor = vec4(array[769] + array[342]);
> + * }
> + *
> + * And this shader uses 2 varying components:
> + * varying float array[64];
> + * void main() {
> + * gl_FragColor = vec4(array[28] + array[49]);
> + * }
> + */
> +#if 0
> if (!check_resources(ctx, prog))
> goto done;
> +#else
> + (void) check_resources;
> +#endif
>
> /* OpenGL ES requires that a vertex shader and a fragment shader both be
> * present in a linked program. By checking for use of shading language
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