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>
This commit is contained in:
Timothy Arceri
2024-04-11 08:48:18 +10:00
parent 38398cc6bb
commit 316165afec

View File

@@ -1678,11 +1678,11 @@ xfb_decl_assign_location(struct xfb_decl *xfb_decl,
switch (xfb_decl->lowered_builtin_array_variable) {
case clip_distance:
actual_array_size = prog->last_vert_prog ?
prog->last_vert_prog->info.clip_distance_array_size : 0;
prog->last_vert_prog->nir->info.clip_distance_array_size : 0;
break;
case cull_distance:
actual_array_size = prog->last_vert_prog ?
prog->last_vert_prog->info.cull_distance_array_size : 0;
prog->last_vert_prog->nir->info.cull_distance_array_size : 0;
break;
case none:
default: