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glsl: make sure to only add subroutines to resource list
author
Timothy Arceri
<t_arceri@yahoo.com.au>
Tue, 3 Nov 2015 21:41:29 +0000
(08:41 +1100)
committer
Timothy Arceri
<t_arceri@yahoo.com.au>
Wed, 4 Nov 2015 04:43:12 +0000
(15:43 +1100)
Over looked in
763cd8c080353
.
Reviewed-by: Tapani Pälli <tapani.palli@intel.com>
src/glsl/linker.cpp
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diff --git
a/src/glsl/linker.cpp
b/src/glsl/linker.cpp
index 3ad295587f8d4d25bffc8644492dc1f26ab3be65..26c02986be4a7dacbf2f64b3069dddcad9c17687 100644
(file)
--- a/
src/glsl/linker.cpp
+++ b/
src/glsl/linker.cpp
@@
-3776,7
+3776,8
@@
build_program_resource_list(struct gl_shader_program *shProg)
continue;
for (int j = MESA_SHADER_VERTEX; j < MESA_SHADER_STAGES; j++) {
- if (!shProg->UniformStorage[i].opaque[j].active)
+ if (!shProg->UniformStorage[i].opaque[j].active ||
+ !shProg->UniformStorage[i].type->is_subroutine())
continue;
type = _mesa_shader_stage_to_subroutine_uniform((gl_shader_stage)j);