On Wed, 2015-12-09 at 09:48 +0200, Tapani Pälli wrote: > Otherwise packed and inactive varyings get optimized away. This needs > to be prevented when using separate shader objects where interface > needs to be preserved. > > Signed-off-by: Tapani Pälli <tapani.pa...@intel.com>
Reviewed-by: Timothy Arceri <timothy.arc...@collabora.com> > --- > src/glsl/lower_packed_varyings.cpp | 1 + > 1 file changed, 1 insertion(+) > > diff --git a/src/glsl/lower_packed_varyings.cpp > b/src/glsl/lower_packed_varyings.cpp > index 037c27d..8d1eb17 100644 > --- a/src/glsl/lower_packed_varyings.cpp > +++ b/src/glsl/lower_packed_varyings.cpp > @@ -622,6 +622,7 @@ > lower_packed_varyings_visitor::get_packed_varying_deref( > packed_var->data.interpolation = unpacked_var > ->data.interpolation; > packed_var->data.location = location; > packed_var->data.precision = unpacked_var->data.precision; > + packed_var->data.always_active_io = unpacked_var > ->data.always_active_io; > unpacked_var->insert_before(packed_var); > this->packed_varyings[slot] = packed_var; > } else { _______________________________________________ mesa-dev mailing list mesa-dev@lists.freedesktop.org http://lists.freedesktop.org/mailman/listinfo/mesa-dev