nir/xfb: sort varyings too

Right now we are only re-sorting outputs. But it is better to sort too
varyings, as linker expect them to be sorted out (as it was done on
GLSL). For varyings, and to make easier to compute buffer_index, we
sort also by buffer. We could do the same for outputs, but we lack a
reason for that, so we left it as it is (just offset).

Reviewed-by: Timothy Arceri <tarceri@itsqueeze.com>
This commit is contained in:
Alejandro Piñeiro 2019-03-07 17:42:49 +01:00
parent cf0b2ad486
commit 8d693746e9
1 changed files with 17 additions and 2 deletions

View File

@ -122,10 +122,22 @@ add_var_xfb_outputs(nir_xfb_info *xfb,
}
}
static int
compare_xfb_varying_offsets(const void *_a, const void *_b)
{
const nir_xfb_varying_info *a = _a, *b = _b;
if (a->buffer != b->buffer)
return a->buffer - b->buffer;
return a->offset - b->offset;
}
static int
compare_xfb_output_offsets(const void *_a, const void *_b)
{
const nir_xfb_output_info *a = _a, *b = _b;
return a->offset - b->offset;
}
@ -199,12 +211,15 @@ nir_gather_xfb_info(const nir_shader *shader, void *mem_ctx)
}
}
/* Everything is easier in the state setup code if the list is sorted in
* order of output offset.
/* Everything is easier in the state setup code if outputs and varyings are
* sorted in order of output offset (and buffer for varyings).
*/
qsort(xfb->outputs, xfb->output_count, sizeof(xfb->outputs[0]),
compare_xfb_output_offsets);
qsort(xfb->varyings, xfb->varying_count, sizeof(xfb->varyings[0]),
compare_xfb_varying_offsets);
#ifndef NDEBUG
/* Finally, do a sanity check */
unsigned max_offset[NIR_MAX_XFB_BUFFERS] = {0};