The shader-subroutine code creates uniforms of type SUBROUTINE for subroutines that are then read as integers in the backends. If we ever want to do any optimizations on these, we'll need to come up with a better plan where they are actual scalars or something, but this works for now.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=92859 Cc: Mark Janes <mark.a.ja...@intel.com> --- src/glsl/nir/nir_validate.c | 8 ++++++-- 1 file changed, 6 insertions(+), 2 deletions(-) diff --git a/src/glsl/nir/nir_validate.c b/src/glsl/nir/nir_validate.c index a42e830..51c2529 100644 --- a/src/glsl/nir/nir_validate.c +++ b/src/glsl/nir/nir_validate.c @@ -401,7 +401,9 @@ validate_intrinsic_instr(nir_intrinsic_instr *instr, validate_state *state) case nir_intrinsic_load_var: { const struct glsl_type *type = nir_deref_tail(&instr->variables[0]->deref)->type; - assert(glsl_type_is_vector_or_scalar(type)); + assert(glsl_type_is_vector_or_scalar(type) || + (instr->variables[0]->var->data.mode == nir_var_uniform && + glsl_get_base_type(type) == GLSL_TYPE_SUBROUTINE)); assert(instr->num_components == glsl_get_vector_elements(type)); assert(instr->variables[0]->var->data.mode != nir_var_shader_out); break; @@ -409,7 +411,9 @@ validate_intrinsic_instr(nir_intrinsic_instr *instr, validate_state *state) case nir_intrinsic_store_var: { const struct glsl_type *type = nir_deref_tail(&instr->variables[0]->deref)->type; - assert(glsl_type_is_vector_or_scalar(type)); + assert(glsl_type_is_vector_or_scalar(type) || + (instr->variables[0]->var->data.mode == nir_var_uniform && + glsl_get_base_type(type) == GLSL_TYPE_SUBROUTINE)); assert(instr->num_components == glsl_get_vector_elements(type)); assert(instr->variables[0]->var->data.mode != nir_var_shader_in && instr->variables[0]->var->data.mode != nir_var_uniform && -- 2.5.0.400.gff86faf _______________________________________________ mesa-dev mailing list mesa-dev@lists.freedesktop.org http://lists.freedesktop.org/mailman/listinfo/mesa-dev