[Mesa-dev] [PATCH 05/18] glsl: Fail to link if inter-stage input/outputs are not assigned to stream 0

Chris Forbes chrisf at ijw.co.nz
Wed Jun 11 01:48:38 PDT 2014


This would appear to prohibit the use of multiple streams in separable
programs entirely. I don't think that's the right thing.

On Wed, Jun 11, 2014 at 7:49 PM, Iago Toral Quiroga <itoral at igalia.com> wrote:
> Outputs that are linked to inputs in the next stage must be output to stream 0,
> otherwise we should fail to link.
> ---
>  src/glsl/link_varyings.cpp | 7 +++++++
>  1 file changed, 7 insertions(+)
>
> diff --git a/src/glsl/link_varyings.cpp b/src/glsl/link_varyings.cpp
> index 9883c0b..0066b4e 100644
> --- a/src/glsl/link_varyings.cpp
> +++ b/src/glsl/link_varyings.cpp
> @@ -1343,6 +1343,13 @@ assign_varying_locations(struct gl_context *ctx,
>            * consumer stage, add the output.
>            */
>           if (input_var || (prog->SeparateShader && consumer == NULL)) {
> +            /* Only stream 0 outputs can be consumed in the next stage */
> +            if (input_var && output_var->data.streamId != 0) {
> +               linker_error(prog, "output %s is assigned to stream=%d but "
> +                            "is linked to an input, which requires stream=0",
> +                            output_var->name, output_var->data.streamId);
> +               return false;
> +            }
>              matches.record(output_var, input_var);
>           }
>        }
> --
> 1.9.1
>
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