[Mesa-dev] [PATCH] glsl/dead_builin_varyings: Fix gl_FragData array lowering

Iago Toral Quiroga itoral at igalia.com
Fri Nov 27 04:14:17 PST 2015


The current implementation looks for array dereferences on gl_FragData and
immediately then proceeds to lower them, however this is not enough because
we can have array access on vector variables too, like in this code:

out vec4 color;
void main()
{
   int i;
   for (i = 0; i < 4; i++)
      color[i] = 1.0;
}

Fix it by making sure that the actual variable being dereferenced is an array.

Fixes a crash in:
spec/arb_gpu_shader_fp64/execution/built-in-functions/fs-ldexp-dvec4.shader_test
---
 src/glsl/opt_dead_builtin_varyings.cpp | 2 +-
 1 file changed, 1 insertion(+), 1 deletion(-)

diff --git a/src/glsl/opt_dead_builtin_varyings.cpp b/src/glsl/opt_dead_builtin_varyings.cpp
index 68b70ee..5387113 100644
--- a/src/glsl/opt_dead_builtin_varyings.cpp
+++ b/src/glsl/opt_dead_builtin_varyings.cpp
@@ -85,7 +85,7 @@ public:
    {
       ir_variable *var = ir->variable_referenced();
 
-      if (!var || var->data.mode != this->mode)
+      if (!var || var->data.mode != this->mode || !var->type->is_array())
          return visit_continue;
 
       if (this->find_frag_outputs && var->data.location == FRAG_RESULT_DATA0) {
-- 
1.9.1



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