[Mesa-dev] [PATCH v2] glsl: mark explicit uniforms as explicit in other stages too
Tapani Pälli
tapani.palli at intel.com
Thu Jan 14 04:15:58 PST 2016
If shader declares uniform explicit location in one stage but
implicit in another, explicit location should be used. Patch marks
implicit uniforms as explicit if they were explicit in previous stage.
This makes sure that we don't treat them implicit later when assigning
locations.
Fixes following CTS test:
ES31-CTS.explicit_uniform_location.uniform-loc-implicit-in-some-stages3
v2: move check to cross_validate_globals (Timothy)
Signed-off-by: Tapani Pälli <tapani.palli at intel.com>
---
src/glsl/linker.cpp | 12 +++++++++++-
1 file changed, 11 insertions(+), 1 deletion(-)
diff --git a/src/glsl/linker.cpp b/src/glsl/linker.cpp
index 564c471..3f40c0b 100644
--- a/src/glsl/linker.cpp
+++ b/src/glsl/linker.cpp
@@ -992,7 +992,17 @@ cross_validate_globals(struct gl_shader_program *prog,
existing->data.location = var->data.location;
existing->data.explicit_location = true;
- }
+ } else {
+ /* Check if uniform with implicit location was marked explicit
+ * by earlier shader stage. If so, mark it explicit in this stage
+ * too to make sure later processing does not treat it as
+ * implicit one.
+ */
+ if (existing->data.explicit_location) {
+ var->data.location = existing->data.location;
+ var->data.explicit_location = true;
+ }
+ }
/* From the GLSL 4.20 specification:
* "A link error will result if two compilation units in a program
--
2.5.0
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