[Mesa-dev] [PATCH] glsl: fix explicit location validation for doubles
Anuj Phogat
anuj.phogat at gmail.com
Mon May 23 21:58:48 UTC 2016
On Sun, May 22, 2016 at 8:11 PM, Timothy Arceri
<timothy.arceri at collabora.com> wrote:
> Previously we would fail to find a match for the second half of a
> dvec4 as 'i' would get incremented to 1 before we added the var to
> the array at component 0.
> ---
> src/compiler/glsl/link_varyings.cpp | 4 +++-
> 1 file changed, 3 insertions(+), 1 deletion(-)
>
> diff --git a/src/compiler/glsl/link_varyings.cpp b/src/compiler/glsl/link_varyings.cpp
> index c442485..70b8d41 100644
> --- a/src/compiler/glsl/link_varyings.cpp
> +++ b/src/compiler/glsl/link_varyings.cpp
> @@ -392,7 +392,8 @@ cross_validate_outputs_to_inputs(struct gl_shader_program *prog,
> }
>
> while (idx < slot_limit) {
> - for (unsigned i = var->data.location_frac; i < last_comp; i++) {
> + unsigned i = var->data.location_frac;
> + while (i < last_comp) {
> if (explicit_locations[idx][i] != NULL) {
> linker_error(prog,
> "%s shader has multiple outputs explicitly "
> @@ -418,6 +419,7 @@ cross_validate_outputs_to_inputs(struct gl_shader_program *prog,
> }
>
> explicit_locations[idx][i] = var;
> + i++;
>
> /* We need to do some special handling for doubles as dvec3 and
> * dvec4 consume two consecutive locations. We don't need to
> --
> 2.5.5
>
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nice catch.
Reviewed-by: Anuj Phogat <anuj.phogat at gmail.com>
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