From eca8f38dcffb700fdfe413a707d524e6a84bd453 Mon Sep 17 00:00:00 2001 From: Ilia Mirkin Date: Sun, 13 Dec 2015 03:23:13 -0500 Subject: [PATCH] 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 Reviewed-by: Timothy Arceri Cc: "11.0 11.1" --- src/glsl/linker.cpp | 8 ++++---- 1 file changed, 4 insertions(+), 4 deletions(-) diff --git a/src/glsl/linker.cpp b/src/glsl/linker.cpp index a87bbb2..b39c7f5 100644 --- a/src/glsl/linker.cpp +++ b/src/glsl/linker.cpp @@ -4423,13 +4423,13 @@ link_shaders(struct gl_context *ctx, struct gl_shader_program *prog) if (first < MESA_SHADER_FRAGMENT) { gl_shader *const sh = prog->_LinkedShaders[last]; - if (first == MESA_SHADER_GEOMETRY) { + if (first != MESA_SHADER_VERTEX) { /* There was no vertex shader, but we still have to assign varying - * locations for use by geometry shader inputs in SSO. + * locations for use by tessellation/geometry shader inputs in SSO. * * If the shader is not separable (i.e., prog->SeparateShader is - * false), linking will have already failed when first is - * MESA_SHADER_GEOMETRY. + * false), linking will have already failed when first is not + * MESA_SHADER_VERTEX. */ if (!assign_varying_locations(ctx, mem_ctx, prog, NULL, prog->_LinkedShaders[first], -- 2.7.4