glsl: use info from shader when linking
We update the program copy of info at the end of linking. During linking we should use the shader copy. This change is required to avoid updating both in the following patch. Reviewed-by: Alejandro Piñeiro <apinheiro@igalia.com> Reviewed-by: Marek Olšák <marek.olsak@amd.com> Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/28690>
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@@ -1678,11 +1678,11 @@ xfb_decl_assign_location(struct xfb_decl *xfb_decl,
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switch (xfb_decl->lowered_builtin_array_variable) {
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case clip_distance:
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actual_array_size = prog->last_vert_prog ?
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prog->last_vert_prog->info.clip_distance_array_size : 0;
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prog->last_vert_prog->nir->info.clip_distance_array_size : 0;
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break;
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case cull_distance:
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actual_array_size = prog->last_vert_prog ?
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prog->last_vert_prog->info.cull_distance_array_size : 0;
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prog->last_vert_prog->nir->info.cull_distance_array_size : 0;
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break;
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case none:
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default:
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