From: Tapani Pälli Date: Thu, 14 Jan 2016 12:10:59 +0000 (+0200) Subject: glsl: mark explicit uniforms as explicit in other stages too X-Git-Url: https://git.libre-soc.org/?a=commitdiff_plain;h=cf96bce0ca8b2d6b5d4641efea1f2feedc024957;p=mesa.git glsl: mark explicit uniforms as explicit in other stages too If shader declares uniform explicit location in one stage but implicit in another, explicit location should be used. Patch marks implicit uniforms as explicit if they were explicit in previous stage. This makes sure that we don't treat them implicit later when assigning locations. Fixes following CTS test: ES31-CTS.explicit_uniform_location.uniform-loc-implicit-in-some-stages3 v2: move check to cross_validate_globals (Timothy) Signed-off-by: Tapani Pälli Reviewed-by: Timothy Arceri --- diff --git a/src/glsl/linker.cpp b/src/glsl/linker.cpp index 564c4712871..3f40c0be332 100644 --- a/src/glsl/linker.cpp +++ b/src/glsl/linker.cpp @@ -992,7 +992,17 @@ cross_validate_globals(struct gl_shader_program *prog, existing->data.location = var->data.location; existing->data.explicit_location = true; - } + } else { + /* Check if uniform with implicit location was marked explicit + * by earlier shader stage. If so, mark it explicit in this stage + * too to make sure later processing does not treat it as + * implicit one. + */ + if (existing->data.explicit_location) { + var->data.location = existing->data.location; + var->data.explicit_location = true; + } + } /* From the GLSL 4.20 specification: * "A link error will result if two compilation units in a program