glsl: fix explicit location validation for doubles

Previously we would fail to find a match for the second half of a
dvec4 as 'i' would get incremented to 1 before we added the var to
the array at component 0.

Reviewed-by: Anuj Phogat <anuj.phogat@gmail.com>
This commit is contained in:
Timothy Arceri
2016-05-23 13:07:14 +10:00
parent 33397bf7fd
commit 2d9308012c

View File

@@ -392,7 +392,8 @@ cross_validate_outputs_to_inputs(struct gl_shader_program *prog,
}
while (idx < slot_limit) {
for (unsigned i = var->data.location_frac; i < last_comp; i++) {
unsigned i = var->data.location_frac;
while (i < last_comp) {
if (explicit_locations[idx][i] != NULL) {
linker_error(prog,
"%s shader has multiple outputs explicitly "
@@ -418,6 +419,7 @@ cross_validate_outputs_to_inputs(struct gl_shader_program *prog,
}
explicit_locations[idx][i] = var;
i++;
/* We need to do some special handling for doubles as dvec3 and
* dvec4 consume two consecutive locations. We don't need to