Module: Mesa
Branch: master
Commit: 28e526d5580739e8b4098cd08c644b9157fdc94c
URL:    
http://cgit.freedesktop.org/mesa/mesa/commit/?id=28e526d5580739e8b4098cd08c644b9157fdc94c

Author: Paul Berry <stereotype...@gmail.com>
Date:   Mon Jan  6 19:47:25 2014 -0800

glsl/cs: Change some linker loops to use MESA_SHADER_FRAGMENT as a bound.

Linker loops that iterate through all the stages in the pipeline need
to use MESA_SHADER_FRAGMENT as a bound, so that we can add an
additional MESA_SHADER_COMPUTE stage, without it being erroneously
included in the pipeline.

Reviewed-by: Matt Turner <matts...@gmail.com>

---

 src/glsl/linker.cpp |    8 ++++----
 1 file changed, 4 insertions(+), 4 deletions(-)

diff --git a/src/glsl/linker.cpp b/src/glsl/linker.cpp
index 93b4754..32825ba 100644
--- a/src/glsl/linker.cpp
+++ b/src/glsl/linker.cpp
@@ -2098,7 +2098,7 @@ link_shaders(struct gl_context *ctx, struct 
gl_shader_program *prog)
 
    unsigned prev;
 
-   for (prev = 0; prev < MESA_SHADER_STAGES; prev++) {
+   for (prev = 0; prev <= MESA_SHADER_FRAGMENT; prev++) {
       if (prog->_LinkedShaders[prev] != NULL)
          break;
    }
@@ -2106,7 +2106,7 @@ link_shaders(struct gl_context *ctx, struct 
gl_shader_program *prog)
    /* Validate the inputs of each stage with the output of the preceding
     * stage.
     */
-   for (unsigned i = prev + 1; i < MESA_SHADER_STAGES; i++) {
+   for (unsigned i = prev + 1; i <= MESA_SHADER_FRAGMENT; i++) {
       if (prog->_LinkedShaders[i] == NULL)
          continue;
 
@@ -2201,7 +2201,7 @@ link_shaders(struct gl_context *ctx, struct 
gl_shader_program *prog)
    }
 
    unsigned first;
-   for (first = 0; first < MESA_SHADER_STAGES; first++) {
+   for (first = 0; first <= MESA_SHADER_FRAGMENT; first++) {
       if (prog->_LinkedShaders[first] != NULL)
         break;
    }
@@ -2233,7 +2233,7 @@ link_shaders(struct gl_context *ctx, struct 
gl_shader_program *prog)
     * eliminated if they are (transitively) not used in a later stage.
     */
    int last, next;
-   for (last = MESA_SHADER_STAGES-1; last >= 0; last--) {
+   for (last = MESA_SHADER_FRAGMENT; last >= 0; last--) {
       if (prog->_LinkedShaders[last] != NULL)
          break;
    }

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