glsl: assign varying locations to tess shaders when doing SSO
authorIlia Mirkin <imirkin@alum.mit.edu>
Sun, 13 Dec 2015 08:23:13 +0000 (03:23 -0500)
committerIlia Mirkin <imirkin@alum.mit.edu>
Sun, 13 Dec 2015 16:35:28 +0000 (11:35 -0500)
commiteca8f38dcffb700fdfe413a707d524e6a84bd453
tree7fc80c1bbf10d30b4505d5addb88244d064d7f60
parent839793680f99b8387bee9489733d5071c10f3ace
glsl: assign varying locations to tess shaders when doing SSO

GRID Autosport uses SSO shaders. When a tessellation evaluation shader
is passed through this, it triggers assertion failures down the line
with unassigned varying locations. Make sure to do this when the first
shader in the pipeline is not a vertex shader.

Signed-off-by: Ilia Mirkin <imirkin@alum.mit.edu>
Reviewed-by: Timothy Arceri <timothy.arceri@collabora.com>
Cc: "11.0 11.1" <mesa-stable@lists.freedesktop.org>
src/glsl/linker.cpp