glsl: assign varying locations to tess shaders when doing SSO
GRID Autosport uses SSO shaders. When a tessellation evaluation shader is passed through this, it triggers assertion failures down the line with unassigned varying locations. Make sure to do this when the first shader in the pipeline is not a vertex shader. Signed-off-by:Ilia Mirkin <imirkin@alum.mit.edu> Reviewed-by:
Timothy Arceri <timothy.arceri@collabora.com> Cc: "11.0 11.1" <mesa-stable@lists.freedesktop.org>
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