[Mesa-dev] [PATCH 1/2] glsl: do not loose always_active_io when packing varyings
Timothy Arceri
timothy.arceri at collabora.com
Wed Dec 9 04:11:56 PST 2015
On Wed, 2015-12-09 at 09:48 +0200, Tapani Pälli wrote:
> Otherwise packed and inactive varyings get optimized away. This needs
> to be prevented when using separate shader objects where interface
> needs to be preserved.
>
> Signed-off-by: Tapani Pälli <tapani.palli at intel.com>
Reviewed-by: Timothy Arceri <timothy.arceri at collabora.com>
> ---
> src/glsl/lower_packed_varyings.cpp | 1 +
> 1 file changed, 1 insertion(+)
>
> diff --git a/src/glsl/lower_packed_varyings.cpp
> b/src/glsl/lower_packed_varyings.cpp
> index 037c27d..8d1eb17 100644
> --- a/src/glsl/lower_packed_varyings.cpp
> +++ b/src/glsl/lower_packed_varyings.cpp
> @@ -622,6 +622,7 @@
> lower_packed_varyings_visitor::get_packed_varying_deref(
> packed_var->data.interpolation = unpacked_var
> ->data.interpolation;
> packed_var->data.location = location;
> packed_var->data.precision = unpacked_var->data.precision;
> + packed_var->data.always_active_io = unpacked_var
> ->data.always_active_io;
> unpacked_var->insert_before(packed_var);
> this->packed_varyings[slot] = packed_var;
> } else {
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