glsl: fix component overlap validation for doubles

This change makes sure to remove arrays when checking if type
is a double.

The check for the end of the first slot of a multi-slot double
is also fixed by bumping the check to 4 rather than 3.
Previously we were we not reserving the last component.

Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
This commit is contained in:
Timothy Arceri
2016-06-10 15:12:34 +10:00
parent ad3def919e
commit 30df78236c

View File

@@ -397,15 +397,15 @@ cross_validate_outputs_to_inputs(struct gl_shader_program *prog,
unsigned slot_limit = idx + num_elements;
unsigned last_comp;
if (var->type->without_array()->is_record()) {
if (type->without_array()->is_record()) {
/* The component qualifier can't be used on structs so just treat
* all component slots as used.
*/
last_comp = 4;
} else {
unsigned dmul = var->type->is_64bit() ? 2 : 1;
unsigned dmul = type->without_array()->is_64bit() ? 2 : 1;
last_comp = var->data.location_frac +
var->type->without_array()->vector_elements * dmul;
type->without_array()->vector_elements * dmul;
}
while (idx < slot_limit) {
@@ -425,7 +425,7 @@ cross_validate_outputs_to_inputs(struct gl_shader_program *prog,
for (unsigned j = 0; j < 4; j++) {
if (explicit_locations[idx][j] &&
(explicit_locations[idx][j]->type->without_array()
->base_type != var->type->without_array()->base_type)) {
->base_type != type->without_array()->base_type)) {
linker_error(prog,
"Varyings sharing the same location must "
"have the same underlying numerical type. "
@@ -443,7 +443,7 @@ cross_validate_outputs_to_inputs(struct gl_shader_program *prog,
* worry about components beginning at anything other than 0 as
* the spec does not allow this for dvec3 and dvec4.
*/
if (i == 3 && last_comp > 4) {
if (i == 4 && last_comp > 4) {
last_comp = last_comp - 4;
/* Bump location index and reset the component index */
idx++;