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authorBrian Paul <brianp@vmware.com>2009-01-09 09:59:49 -0700
committerBrian Paul <brianp@vmware.com>2009-01-09 09:59:49 -0700
commitca03e881a8d8fa3e36a601238559c20311373633 (patch)
tree4d33d0bd8366babbac96e0d3f744c8e8ab46fa76 /src
parent4497a5a57d0fdb5c5ec15750e477aeb49f5e453d (diff)
glsl: make minimum struct size = 2, not 1
1-component structs such as "struct foo { float x; }" could get placed at any position within a register. This caused some trouble computing the field offset which assumed all struct objects were placed at R.x. It would be unusual to hit this case in normal shaders.
Diffstat (limited to 'src')
-rw-r--r--src/mesa/shader/slang/slang_codegen.c9
1 files changed, 8 insertions, 1 deletions
diff --git a/src/mesa/shader/slang/slang_codegen.c b/src/mesa/shader/slang/slang_codegen.c
index ba1c955a1a..f5c5cbdd48 100644
--- a/src/mesa/shader/slang/slang_codegen.c
+++ b/src/mesa/shader/slang/slang_codegen.c
@@ -228,7 +228,14 @@ _slang_sizeof_type_specifier(const slang_type_specifier *spec)
break;
case SLANG_SPEC_STRUCT:
sz = _slang_field_offset(spec, 0); /* special use */
- if (sz > 4) {
+ if (sz == 1) {
+ /* 1-float structs are actually troublesome to deal with since they
+ * might get placed at R.x, R.y, R.z or R.z. Return size=2 to
+ * ensure the object is placed at R.x
+ */
+ sz = 2;
+ }
+ else if (sz > 4) {
sz = (sz + 3) & ~0x3; /* round up to multiple of four */
}
break;