[Mesa-dev] [PATCH 1/2] glsl: validate IR after linking (debug builds only)

Paul Berry stereotype441 at gmail.com
Wed Aug 3 17:07:41 PDT 2011

At least one of the invariants verified by IR validation concerns the
relative ordering of toplevel constructs in the IR: references to
global variables must come after the declarations of those global

Since linking affects the ordering of toplevel constructs in the IR,
it's possible that a bug in the linker will cause invalid IR to be
generated, even if all the pre-linked shaders are valid.  (In fact,
such a bug currently exists.  I'll submit a follow-up patch which
fixes it.)

Bugs like this are easily masked by further optimization passes,
particularly inlining.  So to make them easier to track down, this
patch addes an IR validation step right after linking, and before
final optimization occurs.  The validation only occurs on debug
 src/glsl/linker.cpp |    8 ++++++++
 1 files changed, 8 insertions(+), 0 deletions(-)

diff --git a/src/glsl/linker.cpp b/src/glsl/linker.cpp
index fe570b6..df7de18 100644
--- a/src/glsl/linker.cpp
+++ b/src/glsl/linker.cpp
@@ -910,6 +910,14 @@ link_intrastage_shaders(void *mem_ctx,
+#ifdef DEBUG
+   /* At this point linked should contain all of the linked IR, so
+    * validate it to make sure nothing went wrong.
+    */
+   if (linked)
+      validate_ir_tree(linked->ir);
    /* Make a pass over all variable declarations to ensure that arrays with
     * unspecified sizes have a size specified.  The size is inferred from the
     * max_array_access field.

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