From 3680864c0b2ed4019b952c067205ca16b652cd93 Mon Sep 17 00:00:00 2001 From: Paul Berry Date: Fri, 11 Jan 2013 13:34:40 -0800 Subject: [PATCH] glsl: Disable structure splitting for shader ins/outs. Previously, it didn't matter whether structure splitting tried to split shader ins/outs, because structs were prohibited from being used for shader ins/outs. However, GLSL 3.00 ES supports varying structs. In order for varying structs to work, we need to make sure that structure splitting doesn't get applied to them, because if it does, then the linker won't be able to match up varyings properly. Reviewed-by: Jordan Justen Reviewed-by: Eric Anholt --- src/glsl/opt_structure_splitting.cpp | 3 ++- 1 file changed, 2 insertions(+), 1 deletion(-) diff --git a/src/glsl/opt_structure_splitting.cpp b/src/glsl/opt_structure_splitting.cpp index 9b3f048e4dd..806c079e585 100644 --- a/src/glsl/opt_structure_splitting.cpp +++ b/src/glsl/opt_structure_splitting.cpp @@ -104,7 +104,8 @@ ir_structure_reference_visitor::get_variable_entry(ir_variable *var) { assert(var); - if (!var->type->is_record() || var->mode == ir_var_uniform) + if (!var->type->is_record() || var->mode == ir_var_uniform + || var->mode == ir_var_shader_in || var->mode == ir_var_shader_out) return NULL; foreach_iter(exec_list_iterator, iter, this->variable_list) { -- 2.30.2