glsl/linker: properly fix output variable overlap check

Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=102904
Fixes: 15cae12804 ("glsl/linker: fix output variable overlap check")
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
This commit is contained in:
Nicolai Hähnle 2017-09-20 21:56:26 +02:00
parent eb71394ff3
commit df8767a14e
1 changed files with 12 additions and 6 deletions

View File

@ -2884,12 +2884,6 @@ assign_attribute_or_color_locations(void *mem_ctx,
}
}
}
/* At most one variable per fragment output component should
* reach this. */
assert(assigned_attr < ARRAY_SIZE(assigned));
assigned[assigned_attr] = var;
assigned_attr++;
} else if (target_index == MESA_SHADER_FRAGMENT ||
(prog->IsES && prog->data->Version >= 300)) {
linker_error(prog, "overlapping location is assigned "
@ -2903,6 +2897,18 @@ assign_attribute_or_color_locations(void *mem_ctx,
}
}
if (target_index == MESA_SHADER_FRAGMENT && !prog->IsES) {
/* Only track assigned variables for non-ES fragment shaders
* to avoid overflowing the array.
*
* At most one variable per fragment output component should
* reach this.
*/
assert(assigned_attr < ARRAY_SIZE(assigned));
assigned[assigned_attr] = var;
assigned_attr++;
}
used_locations |= (use_mask << attr);
/* From the GL 4.5 core spec, section 11.1.1 (Vertex Attributes):