From a909b995d95892798a189818454905fdefd4bc9b Mon Sep 17 00:00:00 2001 From: Ian Romanick Date: Mon, 1 Dec 2014 14:07:30 -0800 Subject: [PATCH] linker: Assign varying locations geometry shader inputs for SSO Previously only geometry shader outputs would be assigned locations if the geometry shader was the only stage in the linked program. Signed-off-by: Ian Romanick Cc: pavol@klacansky.com Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=82585 Reviewed-by: Jordan Justen --- src/glsl/linker.cpp | 15 +++++++++++++++ 1 file changed, 15 insertions(+) diff --git a/src/glsl/linker.cpp b/src/glsl/linker.cpp index de6b1fb9f37..6713df14a08 100644 --- a/src/glsl/linker.cpp +++ b/src/glsl/linker.cpp @@ -2746,6 +2746,21 @@ link_shaders(struct gl_context *ctx, struct gl_shader_program *prog) if (last >= 0 && last < MESA_SHADER_FRAGMENT) { gl_shader *const sh = prog->_LinkedShaders[last]; + if (first == MESA_SHADER_GEOMETRY) { + /* There was no vertex shader, but we still have to assign varying + * locations for use by geometry shader inputs in SSO. + * + * If the shader is not separable (i.e., prog->SeparateShader is + * false), linking will have already failed when first is + * MESA_SHADER_GEOMETRY. + */ + if (!assign_varying_locations(ctx, mem_ctx, prog, + NULL, sh, + num_tfeedback_decls, tfeedback_decls, + prog->Geom.VerticesIn)) + goto done; + } + if (num_tfeedback_decls != 0 || prog->SeparateShader) { /* There was no fragment shader, but we still have to assign varying * locations for use by transform feedback. -- 2.30.2