[Mesa-dev] [PATCH] glsl/linker: call link_uniform blocks on linked shader.

Dave Airlie airlied at gmail.com
Fri May 27 03:24:56 UTC 2016


From: Dave Airlie <airlied at redhat.com>

The old code called this on the prelinked shader list,
but at this point we have the linked shader, so we should
call the interface on that alone.

This fixes a regression in:
dEQP-GLES31.functional.ssbo.layout.random.all_per_block_buffers.13
introduced in
5b2675093e863a52b610f112884ae12d42513770
glsl: handle implicit sized arrays in ssbo

Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=96228
Reported-by: Mark James
Signed-off-by: Dave Airlie <airlied at redhat.com>
---
 src/compiler/glsl/linker.cpp | 2 +-
 1 file changed, 1 insertion(+), 1 deletion(-)

diff --git a/src/compiler/glsl/linker.cpp b/src/compiler/glsl/linker.cpp
index 1d55529..e712ee3 100644
--- a/src/compiler/glsl/linker.cpp
+++ b/src/compiler/glsl/linker.cpp
@@ -2318,7 +2318,7 @@ link_intrastage_shaders(void *mem_ctx,
    v.fixup_unnamed_interface_types();
 
    /* Link up uniform blocks defined within this stage. */
-   link_uniform_blocks(mem_ctx, ctx, prog, shader_list, num_shaders,
+   link_uniform_blocks(mem_ctx, ctx, prog, &linked, 1,
                        &ubo_blocks, &num_ubo_blocks, &ssbo_blocks,
                        &num_ssbo_blocks);
 
-- 
2.7.4



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