[Mesa-dev] Mesa (master): glsl: Immediately inline built-ins rather than generating calls.
Kenneth Graunke
kenneth at whitecape.org
Tue Oct 18 23:50:15 UTC 2016
On Tuesday, October 18, 2016 4:38:17 PM PDT Brian Paul wrote:
> Hi Ken,
>
> I found that this patch causes a regression. There's a Windows medical
> app which fails to link some shaders since this change.
>
> Basically, when the gl_Position VS input is declared as invariant the
> linker fails with:
>
> error: declarations for uniform `gl_ModelViewProjectionMatrix' have
> mismatching invariant qualifiers
>
> I haven't investigated how to fix this. I'm hoping you can see a simple
> fix.
>
> The attached piglit shader_runner script demonstrates the issue. Passes
> w/ NVIDIA.
>
> Thanks!
>
> -Brian
Oh, sorry about that! Here are two possible fixes:
https://cgit.freedesktop.org/~kwg/mesa/commit/?h=invariant-fix
https://cgit.freedesktop.org/~kwg/mesa/commit/?h=invariant-fix-2
They're both kind of hacks...but the whole invariant propagation pass
is kind of a hack, and we've got some other hacks in place already.
So...maybe best to pile another one on. Not sure which though.
Maybe Jason or Curro will have an opinion...
--Ken
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