On Friday, January 1, 2016 1:42:50 PM PST Kenneth Graunke wrote: > On Saturday, December 19, 2015 11:32:41 AM PST Dave Airlie wrote: > > From: Dave Airlie <airl...@redhat.com> > > > > This function deals with vertex inputs and fragment > > outputs, so we should count the attribute locations > > correctly for the vertex inputs. > > > > Signed-off-by: Dave Airlie <airl...@redhat.com> > > --- > > 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 ff22b3d..c7e6976 100644 > > --- a/src/glsl/linker.cpp > > +++ b/src/glsl/linker.cpp > > @@ -2466,7 +2466,7 @@ assign_attribute_or_color_locations(gl_shader_program > *prog, > > return false; > > } > > > > - const unsigned slots = var->type->count_attribute_slots(false); > > + const unsigned slots = var->type- >count_attribute_slots(target_index > == MESA_SHADER_VERTEX ? true : false); > > > > /* If the variable is not a built-in and has a location statically > > * assigned in the shader (presumably via a layout qualifier), make > sure > > > > Reviewed-by: Kenneth Graunke <kenn...@whitecape.org> >
Rather...please change it to: const unsigned slots = var->type->count_attribute_slots(target_index == MESA_SHADER_VERTEX); (removing the redundant ? true : false). Then, Reviewed-by: Kenneth Graunke <kenn...@whitecape.org>
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