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authorTimothy Arceri <t_arceri@yahoo.com.au>2015-11-04 08:41:29 +1100
committerTimothy Arceri <t_arceri@yahoo.com.au>2015-11-04 15:43:12 +1100
commit8e4cf900f0af9eb8a72c81a0e5e393906b11764a (patch)
tree001cf0ee2c5b995e79475b93b93082e27004086b /src/glsl/linker.cpp
parentf6b3c163f954c4fb5a525af39ce906f63b445e89 (diff)
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glsl: make sure to only add subroutines to resource list
Over looked in 763cd8c080353. Reviewed-by: Tapani Pälli <tapani.palli@intel.com>
Diffstat (limited to 'src/glsl/linker.cpp')
-rw-r--r--src/glsl/linker.cpp3
1 files changed, 2 insertions, 1 deletions
diff --git a/src/glsl/linker.cpp b/src/glsl/linker.cpp
index 3ad2955..26c0298 100644
--- a/src/glsl/linker.cpp
+++ b/src/glsl/linker.cpp
@@ -3776,7 +3776,8 @@ build_program_resource_list(struct gl_shader_program *shProg)
continue;
for (int j = MESA_SHADER_VERTEX; j < MESA_SHADER_STAGES; j++) {
- if (!shProg->UniformStorage[i].opaque[j].active)
+ if (!shProg->UniformStorage[i].opaque[j].active ||
+ !shProg->UniformStorage[i].type->is_subroutine())
continue;
type = _mesa_shader_stage_to_subroutine_uniform((gl_shader_stage)j);