V2: Fix crashes during linking, where the parse state is NULL. In this case, all required checks have already been done, so we assume the extension is enabled.
Signed-off-by: Chris Forbes <chr...@ijw.co.nz> --- src/glsl/glsl_types.cpp | 19 ++++++++++++++++--- 1 file changed, 16 insertions(+), 3 deletions(-) diff --git a/src/glsl/glsl_types.cpp b/src/glsl/glsl_types.cpp index eb03a66..e77146c 100644 --- a/src/glsl/glsl_types.cpp +++ b/src/glsl/glsl_types.cpp @@ -688,10 +688,23 @@ glsl_type::can_implicitly_convert_to(const glsl_type *desired, if (this->matrix_columns > 1 || desired->matrix_columns > 1) return false; + /* Vector size must match. */ + if (this->vector_elements != desired->vector_elements) + return false; + /* int and uint can be converted to float. */ - return desired->is_float() - && this->is_integer() - && this->vector_elements == desired->vector_elements; + if (desired->is_float() && this->is_integer()) + return true; + + /* With GLSL 4.0 / ARB_gpu_shader5, int can be converted to uint. + * Note that state may be NULL here, when resolving function calls in the + * linker. By this time, all the state-dependent checks have already + * happened though, so allow anything that's allowed in any shader version. */ + if ((!state || state->is_version(400, 0) || state->ARB_gpu_shader5_enable) && + desired->base_type == GLSL_TYPE_UINT && this->base_type == GLSL_TYPE_INT) + return true; + + return false; } unsigned -- 1.9.2 _______________________________________________ mesa-dev mailing list mesa-dev@lists.freedesktop.org http://lists.freedesktop.org/mailman/listinfo/mesa-dev