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authorIan Romanick <ian.d.romanick@intel.com>2010-10-19 17:59:10 -0700
committerIan Romanick <ian.d.romanick@intel.com>2010-10-19 18:12:32 -0700
commitcc90e62d70d91fb16abcd66c61c211c0fd573339 (patch)
tree939bbededa4fa2698bd96a6ae9578dcadac22f22 /src/glsl/linker.cpp
parent974fb466f299fc569a86097936ab89c8c369f6d2 (diff)
linker: Improve handling of unread/unwritten shader inputs/outputs
Previously some shader input or outputs that hadn't received location assignments could slip through. This could happen when a shader contained user-defined varyings and was used with either fixed-function or assembly shaders. See the piglit tests glsl-[fv]s-user-varying-ff and sso-user-varying-0[12]. NOTE: this is a candidate for the 7.9 branch.
Diffstat (limited to 'src/glsl/linker.cpp')
-rw-r--r--src/glsl/linker.cpp36
1 files changed, 25 insertions, 11 deletions
diff --git a/src/glsl/linker.cpp b/src/glsl/linker.cpp
index 64827da2f8..616ec78007 100644
--- a/src/glsl/linker.cpp
+++ b/src/glsl/linker.cpp
@@ -1290,19 +1290,20 @@ assign_attribute_locations(gl_shader_program *prog, unsigned max_attribute_index
/**
- * Demote shader outputs that are not read to being just plain global variables
+ * Demote shader inputs and outputs that are not used in other stages
*/
void
-demote_unread_shader_outputs(gl_shader *sh)
+demote_shader_inputs_and_outputs(gl_shader *sh, enum ir_variable_mode mode)
{
foreach_list(node, sh->ir) {
ir_variable *const var = ((ir_instruction *) node)->as_variable();
- if ((var == NULL) || (var->mode != ir_var_out))
+ if ((var == NULL) || (var->mode != int(mode)))
continue;
- /* An 'out' variable is only really a shader output if its value is read
- * by the following stage.
+ /* A shader 'in' or 'out' variable is only really an input or output if
+ * its value is used by other shader stages. This will cause the variable
+ * to have a location assigned.
*/
if (var->location == -1) {
var->mode = ir_var_auto;
@@ -1368,8 +1369,6 @@ assign_varying_locations(struct gl_shader_program *prog,
}
}
- demote_unread_shader_outputs(producer);
-
foreach_list(node, consumer->ir) {
ir_variable *const var = ((ir_instruction *) node)->as_variable();
@@ -1558,10 +1557,6 @@ link_shaders(struct gl_context *ctx, struct gl_shader_program *prog)
prog->LinkStatus = false;
goto done;
}
-
- if ((prog->_LinkedShaders[MESA_SHADER_GEOMETRY] == NULL)
- && (prog->_LinkedShaders[MESA_SHADER_FRAGMENT] == NULL))
- demote_unread_shader_outputs(prog->_LinkedShaders[MESA_SHADER_VERTEX]);
}
unsigned prev;
@@ -1580,6 +1575,25 @@ link_shaders(struct gl_context *ctx, struct gl_shader_program *prog)
prev = i;
}
+ if (prog->_LinkedShaders[MESA_SHADER_VERTEX] != NULL) {
+ demote_shader_inputs_and_outputs(prog->_LinkedShaders[MESA_SHADER_VERTEX],
+ ir_var_out);
+ }
+
+ if (prog->_LinkedShaders[MESA_SHADER_GEOMETRY] != NULL) {
+ gl_shader *const sh = prog->_LinkedShaders[MESA_SHADER_GEOMETRY];
+
+ demote_shader_inputs_and_outputs(sh, ir_var_in);
+ demote_shader_inputs_and_outputs(sh, ir_var_inout);
+ demote_shader_inputs_and_outputs(sh, ir_var_out);
+ }
+
+ if (prog->_LinkedShaders[MESA_SHADER_FRAGMENT] != NULL) {
+ gl_shader *const sh = prog->_LinkedShaders[MESA_SHADER_FRAGMENT];
+
+ demote_shader_inputs_and_outputs(sh, ir_var_in);
+ }
+
/* FINISHME: Assign fragment shader output locations. */
done: