I have found a couple of more places in linker.cpp where we loop up to MESA_SHADER_FRAGMENT. Should these now also be up to MESA_SHADER_COMPUTE instead?
/Marta > -----Original Message----- > From: Marta Lofstedt [mailto:marta.lofst...@linux.intel.com] > Sent: Wednesday, October 14, 2015 2:56 PM > To: mesa-dev@lists.freedesktop.org > Cc: Lofstedt, Marta; Marta Lofstedt > Subject: [PATCH] glsl: Enable split of lower UBOs and SSBO also for compute > shaders > > From: Marta Lofstedt <marta.lofst...@intel.com> > > 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. > > Signed-off-by: Marta Lofstedt <marta.lofst...@linux.intel.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 c61c76e..5b5d6e6 > 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_COMPUTE; > i++) Remove new line. > + { > if (prog->_LinkedShaders[i] != NULL) { > gl_shader *sh = prog->_LinkedShaders[i]; > split_ubos_and_ssbos(sh, > -- > 2.1.4 _______________________________________________ mesa-dev mailing list mesa-dev@lists.freedesktop.org http://lists.freedesktop.org/mailman/listinfo/mesa-dev