glsl/linker: Always invalidate shader ins/outs, even in corner cases.

Previously, link_invalidate_variable_locations() was only called
during assign_attribute_or_color_locations() and
assign_varying_locations().  This meant that in the corner case when
there was only a vertex shader, and varyings were being captured by
transform feedback, link_invalidate_variable_locations() wasn't being
called for the varyings.

This patch migrates the calls to link_invalidate_variable_locations()
to link_shaders(), so that they will be called in all circumstances.
In addition, it modifies the call semantics so that
link_invalidate_variable_locations() need only be called once per
shader stage (rather than once for inputs and once for outputs).

Reviewed-by: Eric Anholt <eric@anholt.net>
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
This commit is contained in:
Paul Berry 2012-12-05 07:17:07 -08:00
parent 18392443d4
commit 50895d443a
1 changed files with 31 additions and 12 deletions

View File

@ -200,19 +200,31 @@ linker_warning(gl_shader_program *prog, const char *fmt, ...)
void
link_invalidate_variable_locations(gl_shader *sh, enum ir_variable_mode mode,
int generic_base)
link_invalidate_variable_locations(gl_shader *sh, int input_base,
int output_base)
{
foreach_list(node, sh->ir) {
ir_variable *const var = ((ir_instruction *) node)->as_variable();
if ((var == NULL) || (var->mode != (unsigned) mode))
continue;
if (var == NULL)
continue;
int base;
switch (var->mode) {
case ir_var_in:
base = input_base;
break;
case ir_var_out:
base = output_base;
break;
default:
continue;
}
/* Only assign locations for generic attributes / varyings / etc.
*/
if ((var->location >= generic_base) && !var->explicit_location)
var->location = -1;
if ((var->location >= base) && !var->explicit_location)
var->location = -1;
}
}
@ -1309,8 +1321,6 @@ assign_attribute_or_color_locations(gl_shader_program *prog,
(target_index == MESA_SHADER_VERTEX) ? ir_var_in : ir_var_out;
link_invalidate_variable_locations(sh, direction, generic_base);
/* Temporary storage for the set of attributes that need locations assigned.
*/
struct temp_attr {
@ -2072,10 +2082,6 @@ assign_varying_locations(struct gl_context *ctx,
* not being inputs. This lets the optimizer eliminate them.
*/
link_invalidate_variable_locations(producer, ir_var_out, VERT_RESULT_VAR0);
if (consumer)
link_invalidate_variable_locations(consumer, ir_var_in, FRAG_ATTRIB_VAR0);
foreach_list(node, producer->ir) {
ir_variable *const output_var = ((ir_instruction *) node)->as_variable();
@ -2578,6 +2584,19 @@ link_shaders(struct gl_context *ctx, struct gl_shader_program *prog)
;
}
/* Mark all generic shader inputs and outputs as unpaired. */
if (prog->_LinkedShaders[MESA_SHADER_VERTEX] != NULL) {
link_invalidate_variable_locations(
prog->_LinkedShaders[MESA_SHADER_VERTEX],
VERT_ATTRIB_GENERIC0, VERT_RESULT_VAR0);
}
/* FINISHME: Geometry shaders not implemented yet */
if (prog->_LinkedShaders[MESA_SHADER_FRAGMENT] != NULL) {
link_invalidate_variable_locations(
prog->_LinkedShaders[MESA_SHADER_FRAGMENT],
FRAG_ATTRIB_VAR0, FRAG_RESULT_DATA0);
}
/* FINISHME: The value of the max_attribute_index parameter is
* FINISHME: implementation dependent based on the value of
* FINISHME: GL_MAX_VERTEX_ATTRIBS. GL_MAX_VERTEX_ATTRIBS must be