glsl: Match unnamed record types across stages.

Unnamed record types are assigned to separate types per stage, e.g. if

uniform struct { ... } a;

is defined in both vertex and fragment shader, two separate types will
result with different names. When linking the shader, this results in a
type conflict. However, there is no reason why this should not be
allowed according to GLSL specifications. Compare and match record types
when linking shader stages to avoid this conflict.

Reviewed-by: Matt Turner <mattst88@gmail.com>
This commit is contained in:
Grigori Goronzy
2013-11-27 00:15:06 +01:00
committed by Matt Turner
parent 41c9bf884f
commit 955c93dc08

View File

@@ -609,6 +609,10 @@ cross_validate_globals(struct gl_shader_program *prog,
if (var->type->length != 0) {
existing->type = var->type;
}
} else if (var->type->is_record()
&& existing->type->is_record()
&& existing->type->record_compare(var->type)) {
existing->type = var->type;
} else {
linker_error(prog, "%s `%s' declared as type "
"`%s' and type `%s'\n",