glsl: don't always reject shaders with mismatching ifc blocks
authorTimothy Arceri <timothy.arceri@collabora.com>
Tue, 8 Mar 2016 11:25:58 +0000 (22:25 +1100)
committerTimothy Arceri <timothy.arceri@collabora.com>
Tue, 8 Mar 2016 22:21:42 +0000 (09:21 +1100)
commit91630d7453ce39680366b15428b5ab238ae50026
treea8e740ea2e472a95e504283d20128e5927840d71
parent3026b3565a0df4c70feb009d2d9780229df25311
glsl: don't always reject shaders with mismatching ifc blocks

Since we store some member qualifiers in the interface type
we need to be more careful about rejecting shaders just because
the pointer doesn't match. Its perfectly valid for some qualifiers
such as precision to not match across shader interfaces.

Reviewed-by: Samuel Iglesias Gonsálvez <siglesias@igalia.com>
src/compiler/glsl/link_interface_blocks.cpp