[Mesa-dev] [PATCH 4/4] glsl/linker: Recurse on struct fields when adding shader variables
Matt Turner
mattst88 at gmail.com
Tue Apr 12 22:20:31 UTC 2016
On Tue, Apr 12, 2016 at 2:24 PM, Kristian Høgsberg <krh at bitplanet.net> wrote:
> From: Kristian Høgsberg Kristensen <kristian.h.kristensen at intel.com>
>
> ARB_program_interface_query requires that we add struct fields
> recursively down to basic types.
>
> Fixes 52 struct test cases in dEQP-GLES31.functional.program_interface_query.*
>
> Signed-off-by: Kristian Høgsberg Kristensen <kristian.h.kristensen at intel.com>
> ---
> src/compiler/glsl/linker.cpp | 51 ++++++++++++++++++++++++++++++++++++++------
> 1 file changed, 45 insertions(+), 6 deletions(-)
>
> diff --git a/src/compiler/glsl/linker.cpp b/src/compiler/glsl/linker.cpp
> index 4c512d4..f92b289 100644
> --- a/src/compiler/glsl/linker.cpp
> +++ b/src/compiler/glsl/linker.cpp
> @@ -3575,13 +3575,52 @@ add_shader_variable(struct gl_shader_program *shProg, unsigned stage_mask,
> const char *name, const glsl_type *type,
> bool use_implicit_location, int location)
> {
> - gl_shader_variable *sha_v =
> - create_shader_variable(shProg, var, name, type,
> - use_implicit_location, location);
> - if (!sha_v)
> - return false;
> + const bool vertex_input_slots =
This is a bad name for a bool, and I'm going to send a patch to change
it elsewhere to "is_vertex_input". Would you mind changing it here as
well?
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