[Mesa-dev] [PATCH 2/2] glsl: clean up and fix bug in varying linking rules
Timothy Arceri
timothy.arceri at collabora.com
Mon Jan 25 03:56:12 PST 2016
The existing code was very hard to follow and has been the source
of at least 3 bugs in the past year.
The existing code also has a bug for SSO where if we have a
multi-stage SSO for example a tes -> gs program, if we try to use
transform feedback with gs the existing code would look for the
transform feedback varyings in the tes stage and fail as it can't
find them.
---
src/glsl/linker.cpp | 133 +++++++++++++++++++++++-----------------------------
1 file changed, 59 insertions(+), 74 deletions(-)
diff --git a/src/glsl/linker.cpp b/src/glsl/linker.cpp
index 927e2f3..efde224 100644
--- a/src/glsl/linker.cpp
+++ b/src/glsl/linker.cpp
@@ -4472,91 +4472,76 @@ link_shaders(struct gl_context *ctx, struct gl_shader_program *prog)
goto done;
}
- /* Linking the stages in the opposite order (from fragment to vertex)
- * ensures that inter-shader outputs written to in an earlier stage are
- * eliminated if they are (transitively) not used in a later stage.
+ /* If there is no fragment shader we need to set transform feedback, for
+ * SSO we need also need to assign varying locations.
*/
- int next;
-
- if (first < MESA_SHADER_FRAGMENT) {
- gl_shader *const sh = prog->_LinkedShaders[last];
-
- if (first != MESA_SHADER_VERTEX) {
- /* There was no vertex shader, but we still have to assign varying
- * locations for use by tessellation/geometry shader inputs in SSO.
- *
- * If the shader is not separable (i.e., prog->SeparateShader is
- * false), linking will have already failed when first is not
- * MESA_SHADER_VERTEX.
- */
- if (!assign_varying_locations(ctx, mem_ctx, prog,
- NULL, prog->_LinkedShaders[first],
- num_tfeedback_decls, tfeedback_decls))
- goto done;
- }
-
- if (last != MESA_SHADER_FRAGMENT &&
- (num_tfeedback_decls != 0 || prog->SeparateShader)) {
- /* There was no fragment shader, but we still have to assign varying
- * locations for use by transform feedback.
- */
- if (!assign_varying_locations(ctx, mem_ctx, prog,
- sh, NULL,
- num_tfeedback_decls, tfeedback_decls))
- goto done;
- }
-
- do_dead_builtin_varyings(ctx, sh, NULL,
- num_tfeedback_decls, tfeedback_decls);
+ if (last < MESA_SHADER_FRAGMENT &&
+ (num_tfeedback_decls != 0 || prog->SeparateShader)) {
+ if (!assign_varying_locations(ctx, mem_ctx, prog,
+ prog->_LinkedShaders[last], NULL,
+ num_tfeedback_decls, tfeedback_decls))
+ goto done;
+ }
- remove_unused_shader_inputs_and_outputs(prog->SeparateShader, sh,
+ if (last <= MESA_SHADER_FRAGMENT) {
+ remove_unused_shader_inputs_and_outputs(prog->SeparateShader,
+ prog->_LinkedShaders[last],
ir_var_shader_out);
- }
- else if (first == MESA_SHADER_FRAGMENT) {
- /* If the program only contains a fragment shader...
- */
- gl_shader *const sh = prog->_LinkedShaders[first];
- do_dead_builtin_varyings(ctx, NULL, sh,
- num_tfeedback_decls, tfeedback_decls);
+ /* If the program is made up of only a single stage assign locations if
+ * its a SSO or remove unused inputs for a fragment only program.
+ */
+ if (first == last) {
+ gl_shader *const sh = prog->_LinkedShaders[last];
+
+ if (prog->SeparateShader) {
+ if (!assign_varying_locations(ctx, mem_ctx, prog,
+ NULL /* producer */,
+ sh /* consumer */,
+ 0 /* num_tfeedback_decls */,
+ NULL /* tfeedback_decls */))
+ goto done;
+ } else {
+ if (first == MESA_SHADER_FRAGMENT)
+ remove_unused_shader_inputs_and_outputs(false, sh,
+ ir_var_shader_in);
+ }
- if (prog->SeparateShader) {
- if (!assign_varying_locations(ctx, mem_ctx, prog,
- NULL /* producer */,
- sh /* consumer */,
- 0 /* num_tfeedback_decls */,
- NULL /* tfeedback_decls */))
- goto done;
+ do_dead_builtin_varyings(ctx, NULL, sh, 0, NULL);
+ do_dead_builtin_varyings(ctx, sh, NULL, num_tfeedback_decls,
+ tfeedback_decls);
} else {
- remove_unused_shader_inputs_and_outputs(false, sh,
- ir_var_shader_in);
- }
- }
-
- next = last;
- for (int i = next - 1; i >= 0; i--) {
- if (prog->_LinkedShaders[i] == NULL)
- continue;
+ /* Linking the stages in the opposite order (from fragment to vertex)
+ * ensures that inter-shader outputs written to in an earlier stage
+ * are eliminated if they are (transitively) not used in a later
+ * stage.
+ */
+ int next = last;
+ for (int i = next - 1; i >= 0; i--) {
+ if (prog->_LinkedShaders[i] == NULL)
+ continue;
- gl_shader *const sh_i = prog->_LinkedShaders[i];
- gl_shader *const sh_next = prog->_LinkedShaders[next];
+ gl_shader *const sh_i = prog->_LinkedShaders[i];
+ gl_shader *const sh_next = prog->_LinkedShaders[next];
- if (!assign_varying_locations(ctx, mem_ctx, prog, sh_i, sh_next,
- next == MESA_SHADER_FRAGMENT ? num_tfeedback_decls : 0,
- tfeedback_decls))
- goto done;
+ if (!assign_varying_locations(ctx, mem_ctx, prog, sh_i, sh_next,
+ next == MESA_SHADER_FRAGMENT ? num_tfeedback_decls : 0,
+ tfeedback_decls))
+ goto done;
- do_dead_builtin_varyings(ctx, sh_i, sh_next,
- next == MESA_SHADER_FRAGMENT ? num_tfeedback_decls : 0,
- tfeedback_decls);
+ do_dead_builtin_varyings(ctx, sh_i, sh_next,
+ next == MESA_SHADER_FRAGMENT ? num_tfeedback_decls : 0,
+ tfeedback_decls);
- /* This must be done after all dead varyings are eliminated. */
- if (!check_against_output_limit(ctx, prog, sh_i))
- goto done;
- if (!check_against_input_limit(ctx, prog, sh_next))
- goto done;
+ /* This must be done after all dead varyings are eliminated. */
+ if (!check_against_output_limit(ctx, prog, sh_i))
+ goto done;
+ if (!check_against_input_limit(ctx, prog, sh_next))
+ goto done;
- next = i;
+ next = i;
+ }
+ }
}
if (!store_tfeedback_info(ctx, prog, num_tfeedback_decls, tfeedback_decls))
--
2.4.3
More information about the mesa-dev
mailing list