[Mesa-dev] Mesa (master): glsl: Immediately inline built-ins rather than generating calls.

Brian Paul brianp at vmware.com
Wed Oct 19 00:21:07 UTC 2016

On 10/18/2016 05:50 PM, Kenneth Graunke wrote:
> 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...

Thanks!  Either patch is OK with me (though, I'd suggest putting a 
comment on the first one to explain what's happening).

It'd be great if we can commit one or the other in the next day or so.


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