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author | Paul Berry <stereotype441@gmail.com> | 2013-11-15 14:23:45 -0800 |
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committer | Ian Romanick <ian.d.romanick@intel.com> | 2013-11-23 12:45:16 -0800 |
commit | a645df01340d758b79905696a7ae41e196ba57f5 (patch) | |
tree | d266e77fe16014e12f580cb0dc30e2a3379d537e /src/glsl/glsl_types.h | |
parent | 3470916d6af016254fe938324d67d58307384920 (diff) |
glsl: Fix interstage uniform interface block link error detection.
Previously, we checked for interstage uniform interface block link
errors in validate_interstage_interface_blocks(), which is only called
on pairs of adjacent shader stages. Therefore, we failed to detect
uniform interface block mismatches between non-adjacent shader stages.
Before the introduction of geometry shaders, this wasn't a problem,
because the only supported shader stages were vertex and fragment
shaders, therefore they were always adjacent. However, now that we
allow a program to contain vertex, geometry, and fragment shaders,
that is no longer the case.
Fixes piglit test "skip-stage-uniform-block-array-size-mismatch".
Cc: "10.0" <mesa-stable@lists.freedesktop.org>
v2: Rename validate_interstage_interface_blocks() to
validate_interstage_inout_blocks() to reflect the fact that it no
longer validates uniform blocks.
Reviewed-by: Jordan Justen <jordan.l.justen@intel.com>
v3: Make validate_interstage_inout_blocks() skip uniform blocks.
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
(cherry picked from commit 544e3129c5addeb6c9539339782dd54616ef0499)
Diffstat (limited to 'src/glsl/glsl_types.h')
0 files changed, 0 insertions, 0 deletions