Re: [Mesa-dev] [PATCH v2] glsl: Enable split of lower UBOs and SSBO also for compute shaders

2015-10-14 Thread Francisco Jerez
Marta Lofstedt  writes:

> From: Marta Lofstedt 
>
> The split of Uniform blocks and shader storage block only loops
> up to MESA_SHADER_FRAGMENT and igonres compute shaders.
> This cause segfault when running the OpenGL ES 3.1 CTS tests
> with GL_ARB_compute_shader enabled.
>
> V2: Changed to use MESA_SHADER_STAGES instead of
> MESA_SHADER_COMPUTE
>
> Signed-off-by: Marta Lofstedt 

Reviewed-by: Francisco Jerez 

> ---
>  src/glsl/linker.cpp | 2 +-
>  1 file changed, 1 insertion(+), 1 deletion(-)
>
> diff --git a/src/glsl/linker.cpp b/src/glsl/linker.cpp
> index c61c76e..c15034b 100644
> --- a/src/glsl/linker.cpp
> +++ b/src/glsl/linker.cpp
> @@ -4392,7 +4392,7 @@ link_shaders(struct gl_context *ctx, struct 
> gl_shader_program *prog)
>  * for gl_shader_program and gl_shader, so that drivers that need separate
>  * index spaces for each set can have that.
>  */
> -   for (unsigned i = MESA_SHADER_VERTEX; i <= MESA_SHADER_FRAGMENT; i++) {
> +   for (unsigned i = MESA_SHADER_VERTEX; i < MESA_SHADER_STAGES; i++) {
>if (prog->_LinkedShaders[i] != NULL) {
>   gl_shader *sh = prog->_LinkedShaders[i];
>   split_ubos_and_ssbos(sh,
> -- 
> 2.1.4
>
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[Mesa-dev] [PATCH v2] glsl: Enable split of lower UBOs and SSBO also for compute shaders

2015-10-14 Thread Marta Lofstedt
From: Marta Lofstedt 

The split of Uniform blocks and shader storage block only loops
up to MESA_SHADER_FRAGMENT and igonres compute shaders.
This cause segfault when running the OpenGL ES 3.1 CTS tests
with GL_ARB_compute_shader enabled.

V2: Changed to use MESA_SHADER_STAGES instead of
MESA_SHADER_COMPUTE

Signed-off-by: Marta Lofstedt 
---
 src/glsl/linker.cpp | 2 +-
 1 file changed, 1 insertion(+), 1 deletion(-)

diff --git a/src/glsl/linker.cpp b/src/glsl/linker.cpp
index c61c76e..c15034b 100644
--- a/src/glsl/linker.cpp
+++ b/src/glsl/linker.cpp
@@ -4392,7 +4392,7 @@ link_shaders(struct gl_context *ctx, struct 
gl_shader_program *prog)
 * for gl_shader_program and gl_shader, so that drivers that need separate
 * index spaces for each set can have that.
 */
-   for (unsigned i = MESA_SHADER_VERTEX; i <= MESA_SHADER_FRAGMENT; i++) {
+   for (unsigned i = MESA_SHADER_VERTEX; i < MESA_SHADER_STAGES; i++) {
   if (prog->_LinkedShaders[i] != NULL) {
  gl_shader *sh = prog->_LinkedShaders[i];
  split_ubos_and_ssbos(sh,
-- 
2.1.4

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