[Mesa-dev] [PATCH v2] glsl: Enable split of lower UBOs and SSBO also for compute shaders
Marta Lofstedt
marta.lofstedt at linux.intel.com
Wed Oct 14 06:34:59 PDT 2015
From: Marta Lofstedt <marta.lofstedt at intel.com>
The split of Uniform blocks and shader storage block only loops
up to MESA_SHADER_FRAGMENT and igonres compute shaders.
This cause segfault when running the OpenGL ES 3.1 CTS tests
with GL_ARB_compute_shader enabled.
V2: Changed to use MESA_SHADER_STAGES instead of
MESA_SHADER_COMPUTE
Signed-off-by: Marta Lofstedt <marta.lofstedt at linux.intel.com>
---
src/glsl/linker.cpp | 2 +-
1 file changed, 1 insertion(+), 1 deletion(-)
diff --git a/src/glsl/linker.cpp b/src/glsl/linker.cpp
index c61c76e..c15034b 100644
--- a/src/glsl/linker.cpp
+++ b/src/glsl/linker.cpp
@@ -4392,7 +4392,7 @@ link_shaders(struct gl_context *ctx, struct gl_shader_program *prog)
* for gl_shader_program and gl_shader, so that drivers that need separate
* index spaces for each set can have that.
*/
- for (unsigned i = MESA_SHADER_VERTEX; i <= MESA_SHADER_FRAGMENT; i++) {
+ for (unsigned i = MESA_SHADER_VERTEX; i < MESA_SHADER_STAGES; i++) {
if (prog->_LinkedShaders[i] != NULL) {
gl_shader *sh = prog->_LinkedShaders[i];
split_ubos_and_ssbos(sh,
--
2.1.4
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