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glsl/cs: Change some linker loops to use MESA_SHADER_FRAGMENT as a bound.
Linker loops that iterate through all the stages in the pipeline need to use MESA_SHADER_FRAGMENT as a bound, so that we can add an additional MESA_SHADER_COMPUTE stage, without it being erroneously included in the pipeline. Reviewed-by: Matt Turner <mattst88@gmail.com>
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79134cb516
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1 changed files with 4 additions and 4 deletions
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@ -2098,7 +2098,7 @@ link_shaders(struct gl_context *ctx, struct gl_shader_program *prog)
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unsigned prev;
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for (prev = 0; prev < MESA_SHADER_STAGES; prev++) {
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for (prev = 0; prev <= MESA_SHADER_FRAGMENT; prev++) {
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if (prog->_LinkedShaders[prev] != NULL)
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break;
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}
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@ -2106,7 +2106,7 @@ link_shaders(struct gl_context *ctx, struct gl_shader_program *prog)
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/* Validate the inputs of each stage with the output of the preceding
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* stage.
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*/
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for (unsigned i = prev + 1; i < MESA_SHADER_STAGES; i++) {
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for (unsigned i = prev + 1; i <= MESA_SHADER_FRAGMENT; i++) {
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if (prog->_LinkedShaders[i] == NULL)
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continue;
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@ -2201,7 +2201,7 @@ link_shaders(struct gl_context *ctx, struct gl_shader_program *prog)
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}
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unsigned first;
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for (first = 0; first < MESA_SHADER_STAGES; first++) {
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for (first = 0; first <= MESA_SHADER_FRAGMENT; first++) {
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if (prog->_LinkedShaders[first] != NULL)
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break;
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}
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@ -2233,7 +2233,7 @@ link_shaders(struct gl_context *ctx, struct gl_shader_program *prog)
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* eliminated if they are (transitively) not used in a later stage.
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*/
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int last, next;
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for (last = MESA_SHADER_STAGES-1; last >= 0; last--) {
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for (last = MESA_SHADER_FRAGMENT; last >= 0; last--) {
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if (prog->_LinkedShaders[last] != NULL)
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break;
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}
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