Module: Mesa
Branch: master
Commit: 61b67892522c89800541ed4f266ab88e5f1db620
URL:    
http://cgit.freedesktop.org/mesa/mesa/commit/?id=61b67892522c89800541ed4f266ab88e5f1db620

Author: Dave Airlie <airl...@redhat.com>
Date:   Tue May 17 10:31:29 2016 +1000

glsl/linker: attempt to match anonymous structures at link

This is my attempt at fixing at least one of the UE4 bugs with GL4.3.

If we are doing intrastage matching and hit anonymous structs, then
we should do a record comparison instead of using the names.

Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=95005
Reviewed-by: Ian Romanick <ian.d.roman...@intel.com>
Signed-off-by: Dave Airlie <airl...@redhat.com>

---

 src/compiler/glsl/link_varyings.cpp | 24 +++++++++++++++---------
 1 file changed, 15 insertions(+), 9 deletions(-)

diff --git a/src/compiler/glsl/link_varyings.cpp 
b/src/compiler/glsl/link_varyings.cpp
index 59ce1a2..1782a96 100644
--- a/src/compiler/glsl/link_varyings.cpp
+++ b/src/compiler/glsl/link_varyings.cpp
@@ -226,15 +226,21 @@ cross_validate_types_and_qualifiers(struct 
gl_shader_program *prog,
        *     fragment language."
        */
       if (!output->type->is_array() || !is_gl_identifier(output->name)) {
-         linker_error(prog,
-                      "%s shader output `%s' declared as type `%s', "
-                      "but %s shader input declared as type `%s'\n",
-                      _mesa_shader_stage_to_string(producer_stage),
-                      output->name,
-                      output->type->name,
-                      _mesa_shader_stage_to_string(consumer_stage),
-                      input->type->name);
-         return;
+         bool anon_matches = output->type->is_anonymous() &&
+            type_to_match->is_anonymous() &&
+            type_to_match->record_compare(output->type);
+
+         if (!anon_matches) {
+            linker_error(prog,
+                         "%s shader output `%s' declared as type `%s', "
+                         "but %s shader input declared as type `%s'\n",
+                         _mesa_shader_stage_to_string(producer_stage),
+                         output->name,
+                         output->type->name,
+                         _mesa_shader_stage_to_string(consumer_stage),
+                         input->type->name);
+            return;
+         }
       }
    }
 

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