[Mesa-stable] [PATCH 1/3] glsl: build stageref mask using IR, not symbol table

Tapani Pälli tapani.palli at intel.com
Tue Sep 1 22:03:35 PDT 2015


Instead of using symbol table, build mask by inspecting IR. This
change is required by further patches to move resource list creation
to happen later when symbol table does not exist anymore.

Signed-off-by: Tapani Pälli <tapani.palli at intel.com>
Reviewed-by: Martin Peres <martin.peres at linux.intel.com>
---
 src/glsl/linker.cpp | 14 +++++++++++---
 1 file changed, 11 insertions(+), 3 deletions(-)

diff --git a/src/glsl/linker.cpp b/src/glsl/linker.cpp
index 92586fa..81ac85d 100644
--- a/src/glsl/linker.cpp
+++ b/src/glsl/linker.cpp
@@ -2617,9 +2617,17 @@ build_stageref(struct gl_shader_program *shProg, const char *name)
       struct gl_shader *sh = shProg->_LinkedShaders[i];
       if (!sh)
          continue;
-      ir_variable *var = sh->symbols->get_variable(name);
-      if (var)
-         stages |= (1 << i);
+
+      /* Shader symbol table may contain variables that have
+       * been optimized away. Search IR for the variable instead.
+       */
+      foreach_in_list(ir_instruction, node, sh->ir) {
+         ir_variable *var = node->as_variable();
+         if (var && strcmp(var->name, name) == 0) {
+            stages |= (1 << i);
+            break;
+         }
+      }
    }
    return stages;
 }
-- 
2.1.0



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