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authorIan Romanick <ian.d.romanick@intel.com>2013-06-07 17:05:22 -0700
committerIan Romanick <ian.d.romanick@intel.com>2013-06-26 12:27:23 -0700
commitc170c901d0f5384e5ab8b79b827663fa28439b0b (patch)
tree779918c619b1fde6143f577c0633128ae27c3147 /src/glx
parent329cd6a9b145d5b3b5a2acca1b6c2019d01c9355 (diff)
glsl: Move all var decls to the front of the IR list in reverse order
This has the (intended!) side effect that vertex shader inputs and fragment shader outputs will appear in the IR in the same order that they appeared in the shader code. This results in the locations being assigned in the declared order. Many (arguably buggy) applications depend on this behavior, and it matches what nearly all other drivers do. Fixes the (new) piglit test attrib-assignments. NOTE: This is a candidate for stable release branches (and requires the previous commit to prevent a regression in OpenGL ES 2.0 conformance test stencil_plane_operation). Signed-off-by: Ian Romanick <ian.d.romanick@intel.com> Reviewed-by: Chad Versace <chad.versace@linux.intel.com>
Diffstat (limited to 'src/glx')
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