Module: Mesa Branch: master Commit: cf96bce0ca8b2d6b5d4641efea1f2feedc024957 URL: http://cgit.freedesktop.org/mesa/mesa/commit/?id=cf96bce0ca8b2d6b5d4641efea1f2feedc024957
Author: Tapani Pälli <[email protected]> Date: Thu Jan 14 14:10:59 2016 +0200 glsl: mark explicit uniforms as explicit in other stages too 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 <[email protected]> Reviewed-by: Timothy Arceri <[email protected]> --- 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 _______________________________________________ mesa-commit mailing list [email protected] http://lists.freedesktop.org/mailman/listinfo/mesa-commit
