From: Timothy Arceri Date: Mon, 23 May 2016 03:07:14 +0000 (+1000) Subject: glsl: fix explicit location validation for doubles X-Git-Url: https://git.libre-soc.org/?a=commitdiff_plain;h=2d9308012c5da0891b099b5082c17d28bc51bb09;p=mesa.git glsl: fix explicit location validation for doubles Previously we would fail to find a match for the second half of a dvec4 as 'i' would get incremented to 1 before we added the var to the array at component 0. Reviewed-by: Anuj Phogat --- diff --git a/src/compiler/glsl/link_varyings.cpp b/src/compiler/glsl/link_varyings.cpp index 1782a967ebf..dd5c9cc6089 100644 --- a/src/compiler/glsl/link_varyings.cpp +++ b/src/compiler/glsl/link_varyings.cpp @@ -392,7 +392,8 @@ cross_validate_outputs_to_inputs(struct gl_shader_program *prog, } while (idx < slot_limit) { - for (unsigned i = var->data.location_frac; i < last_comp; i++) { + unsigned i = var->data.location_frac; + while (i < last_comp) { if (explicit_locations[idx][i] != NULL) { linker_error(prog, "%s shader has multiple outputs explicitly " @@ -418,6 +419,7 @@ cross_validate_outputs_to_inputs(struct gl_shader_program *prog, } explicit_locations[idx][i] = var; + i++; /* We need to do some special handling for doubles as dvec3 and * dvec4 consume two consecutive locations. We don't need to