Hi Marta, Marta Lofstedt <[email protected]> writes:
> From: Marta Lofstedt <[email protected]> > > The split of Uniform blocks and shader storage block only loops > up to MESA_SHADER_FRAGMENT and igonres compute shaders. > This cause segfault when running the OpenGL ES 3.1 CTS tests > with GL_ARB_compute_shader enabled. > > Signed-off-by: Marta Lofstedt <[email protected]> > --- > src/glsl/linker.cpp | 2 +- > 1 file changed, 1 insertion(+), 1 deletion(-) > > diff --git a/src/glsl/linker.cpp b/src/glsl/linker.cpp > index c61c76e..5b5d6e6 100644 > --- a/src/glsl/linker.cpp > +++ b/src/glsl/linker.cpp > @@ -4392,7 +4392,7 @@ link_shaders(struct gl_context *ctx, struct > gl_shader_program *prog) > * for gl_shader_program and gl_shader, so that drivers that need separate > * index spaces for each set can have that. > */ > - for (unsigned i = MESA_SHADER_VERTEX; i <= MESA_SHADER_FRAGMENT; i++) { > + for (unsigned i = MESA_SHADER_VERTEX; i <= MESA_SHADER_COMPUTE; i++) { Any reason not to use MESA_SHADER_STAGES as upper bound here so this doesn't break again if new shader stages are added? > if (prog->_LinkedShaders[i] != NULL) { > gl_shader *sh = prog->_LinkedShaders[i]; > split_ubos_and_ssbos(sh, > -- > 2.1.4 > > _______________________________________________ > mesa-dev mailing list > [email protected] > http://lists.freedesktop.org/mailman/listinfo/mesa-dev
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