glsl: verify location when dual source blending

Same check is made for glBindFragDataLocationIndexed but it was missing
when using layout qualifiers.

Fixes following Piglit test:
	arb_blend_func_extended-output-location

Signed-off-by: Tapani Pälli <tapani.palli@intel.com>
Reviewed-by: Anuj Phogat <anuj.phogat@gmail.com>
Reviewed-by: Timothy Arceri <t_arceri@yahoo.com.au>
This commit is contained in:
Tapani Pälli
2015-07-03 10:19:23 +03:00
parent b868971e78
commit e17056f5a2
+19
View File
@@ -2431,6 +2431,25 @@ assign_attribute_or_color_locations(gl_shader_program *prog,
}
}
/* From GL4.5 core spec, section 15.2 (Shader Execution):
*
* "Output binding assignments will cause LinkProgram to fail:
* ...
* If the program has an active output assigned to a location greater
* than or equal to the value of MAX_DUAL_SOURCE_DRAW_BUFFERS and has
* an active output assigned an index greater than or equal to one;"
*/
if (target_index == MESA_SHADER_FRAGMENT && var->data.index >= 1 &&
var->data.location - generic_base >=
(int) constants->MaxDualSourceDrawBuffers) {
linker_error(prog,
"output location %d >= GL_MAX_DUAL_SOURCE_DRAW_BUFFERS "
"with index %u for %s\n",
var->data.location - generic_base, var->data.index,
var->name);
return false;
}
const unsigned slots = var->type->count_attribute_slots();
/* From GL4.5 core spec, section 11.1.1 (Vertex Attributes):