On Wed, 2015-10-14 at 16:18 +0300, Francisco Jerez wrote: > "Lofstedt, Marta" <marta.lofst...@intel.com> writes: > > > 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? > > > Some might be oversights like this, but I guess in some cases a loop up > to MESA_SHADER_FRAGMENT might be the right thing to do when doing stuff > like linking varyings that really only applies to the graphics pipeline > and not to compute shaders.
Right, I imagine that if any of these should also include the CS stage we'll probably know via broken CS tests. Iago > > /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 > _______________________________________________ > mesa-dev mailing list > mesa-dev@lists.freedesktop.org > http://lists.freedesktop.org/mailman/listinfo/mesa-dev _______________________________________________ mesa-dev mailing list mesa-dev@lists.freedesktop.org http://lists.freedesktop.org/mailman/listinfo/mesa-dev