glsl: apply shader storage block member rules when adding program resources
authorSamuel Iglesias Gonsalvez <siglesias@igalia.com>
Wed, 16 Sep 2015 13:47:34 +0000 (15:47 +0200)
committerSamuel Iglesias Gonsalvez <siglesias@igalia.com>
Wed, 30 Sep 2015 06:13:07 +0000 (08:13 +0200)
commitf24e5e68d6bd640da2d9a3ae1cf7898ef9ed2fce
tree851033e631259c67d9b80b5d34bee4e152fb8d7b
parent4810d02112b7d056d5355ec9fd8953a4e763fd26
glsl: apply shader storage block member rules when adding program resources

From ARB_program_interface_query:

"For an active shader storage block member declared as an array, an
 entry will be generated only for the first array element, regardless
 of its type. For arrays of aggregate types, the enumeration rules are
 applied recursively for the single enumerated array element."

v2:
- Simplify 'if' conditions and return true if it is not a buffer
  variable, because these rules only apply to buffer variables (Timothy).

Signed-off-by: Samuel Iglesias Gonsalvez <siglesias@igalia.com>
Reviewed-by: Timothy Arceri <t_arceri@yahoo.com.au>
src/glsl/linker.cpp