[Mesa-dev] [PATCH 2/2] linker: Assign varying locations geometry shader inputs for SSO
Ian Romanick
idr at freedesktop.org
Mon Dec 1 15:46:11 PST 2014
From: Ian Romanick <ian.d.romanick at intel.com>
Previously only geometry shader outputs would be assigned locations if
the geometry shader was the only stage in the linked program.
Signed-off-by: Ian Romanick <ian.d.romanick at intel.com>
Cc: pavol at klacansky.com
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=82585
---
src/glsl/linker.cpp | 15 +++++++++++++++
1 file changed, 15 insertions(+)
diff --git a/src/glsl/linker.cpp b/src/glsl/linker.cpp
index de6b1fb..6713df1 100644
--- a/src/glsl/linker.cpp
+++ b/src/glsl/linker.cpp
@@ -2746,6 +2746,21 @@ link_shaders(struct gl_context *ctx, struct gl_shader_program *prog)
if (last >= 0 && last < MESA_SHADER_FRAGMENT) {
gl_shader *const sh = prog->_LinkedShaders[last];
+ if (first == MESA_SHADER_GEOMETRY) {
+ /* There was no vertex shader, but we still have to assign varying
+ * locations for use by geometry shader inputs in SSO.
+ *
+ * If the shader is not separable (i.e., prog->SeparateShader is
+ * false), linking will have already failed when first is
+ * MESA_SHADER_GEOMETRY.
+ */
+ if (!assign_varying_locations(ctx, mem_ctx, prog,
+ NULL, sh,
+ num_tfeedback_decls, tfeedback_decls,
+ prog->Geom.VerticesIn))
+ goto done;
+ }
+
if (num_tfeedback_decls != 0 || prog->SeparateShader) {
/* There was no fragment shader, but we still have to assign varying
* locations for use by transform feedback.
--
1.8.1.4
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