glsl: Disable structure splitting for shader ins/outs.
authorPaul Berry <stereotype441@gmail.com>
Fri, 11 Jan 2013 21:34:40 +0000 (13:34 -0800)
committerPaul Berry <stereotype441@gmail.com>
Fri, 25 Jan 2013 00:30:37 +0000 (16:30 -0800)
commit3680864c0b2ed4019b952c067205ca16b652cd93
tree05eb68451b2688514ae6cee484682470e8c6c5f4
parent42a29d89fd85c86387f0d119950e243b6de76d79
glsl: Disable structure splitting for shader ins/outs.

Previously, it didn't matter whether structure splitting tried to
split shader ins/outs, because structs were prohibited from being used
for shader ins/outs.  However, GLSL 3.00 ES supports varying structs.
In order for varying structs to work, we need to make sure that
structure splitting doesn't get applied to them, because if it does,
then the linker won't be able to match up varyings properly.

Reviewed-by: Jordan Justen <jordan.l.justen@intel.com>
Reviewed-by: Eric Anholt <eric@anholt.net>
src/glsl/opt_structure_splitting.cpp