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glsl/linker: call link_uniform blocks on linked shader.
The old code called this on the prelinked shader list,
but at this point we have the linked shader, so we should
call the interface on that alone.
This fixes a regression in:
dEQP-GLES31.functional.ssbo.layout.random.all_per_block_buffers.13
introduced in
5b2675093e
glsl: handle implicit sized arrays in ssbo
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=96228
Reviewed-by: Timothy Arceri <timothy.arceri@collabora.com>
Reported-by: Mark James
Signed-off-by: Dave Airlie <airlied@redhat.com>
This commit is contained in:
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1 changed files with 1 additions and 1 deletions
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@ -2318,7 +2318,7 @@ link_intrastage_shaders(void *mem_ctx,
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v.fixup_unnamed_interface_types();
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/* Link up uniform blocks defined within this stage. */
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link_uniform_blocks(mem_ctx, ctx, prog, shader_list, num_shaders,
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link_uniform_blocks(mem_ctx, ctx, prog, &linked, 1,
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&ubo_blocks, &num_ubo_blocks, &ssbo_blocks,
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&num_ssbo_blocks);
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