On 27.08.2017 17:47, Ilia Mirkin wrote:
The is_double_vertex_input needs to be set for arrays of doubles as
well.
Fixes KHR-GL45.enhanced_layouts.varying_array_locations
Signed-off-by: Ilia Mirkin <imir...@alum.mit.edu>
Cc: mesa-sta...@lists.freedesktop.org
Makes sense.
Reviewed-by: Nicolai Hähnle <nicolai.haeh...@amd.com>
---
v1 -> v2: reflow code, per mattst88
src/mesa/state_tracker/st_glsl_to_tgsi.cpp | 4 +++-
1 file changed, 3 insertions(+), 1 deletion(-)
diff --git a/src/mesa/state_tracker/st_glsl_to_tgsi.cpp
b/src/mesa/state_tracker/st_glsl_to_tgsi.cpp
index 9f021962e40..95c2f85b4cc 100644
--- a/src/mesa/state_tracker/st_glsl_to_tgsi.cpp
+++ b/src/mesa/state_tracker/st_glsl_to_tgsi.cpp
@@ -2718,7 +2718,9 @@ glsl_to_tgsi_visitor::visit(ir_dereference_variable *ir)
this->result = st_src_reg(entry->file, entry->index, var->type,
entry->component, entry->array_id);
- if (this->shader->Stage == MESA_SHADER_VERTEX && var->data.mode == ir_var_shader_in
&& var->type->is_double())
+ if (this->shader->Stage == MESA_SHADER_VERTEX &&
+ var->data.mode == ir_var_shader_in &&
+ var->type->without_array()->is_double())
this->result.is_double_vertex_input = true;
if (!native_integers)
this->result.type = GLSL_TYPE_FLOAT;
--
Lerne, wie die Welt wirklich ist,
Aber vergiss niemals, wie sie sein sollte.
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