[Mesa-dev] [PATCH] glsl/linker: call link_uniform blocks on linked shader.
Timothy Arceri
timothy.arceri at collabora.com
Fri May 27 09:16:16 UTC 2016
On Fri, 2016-05-27 at 13:24 +1000, Dave Airlie wrote:
> 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>
Reviewed-by: Timothy Arceri <timothy.arceri at collabora.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);
>
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