[Mesa-dev] [PATCH v2] glsl: Make #pragma STDGL invariant(all) only modify outputs.
Kenneth Graunke
kenneth at whitecape.org
Tue Nov 7 18:20:12 UTC 2017
According to the GLSL ES 3.20, GLSL 4.50, and GLSL 1.20 specs:
"To force all output variables to be invariant, use the pragma
#pragma STDGL invariant(all)
before all declarations in a shader."
Notably, this is only supposed to affect output variables. Furthermore,
"Only variables output from a shader can be candidates for invariance."
It looks like this has been wrong since we first supported the pragma in
2011 (commit 86b4398cd158024f6be9fa830554a11c2a7ebe0c).
Fixes dEQP-GLES2.functional.shaders.preprocessor.pragmas.pragma_fragment.
v2: Now that all cases are identical (other than compute shaders, which
have no output variables anyway), we can drop the switch statement
entirely. We also don't need the current_function == NULL check;
this was a hold over from when we had a single var_mode_out for both
function parameters and shader varyings, in the bad old days.
Reviewed-by: Iago Toral Quiroga <itoral at igalia.com> [v1]
Reviewed-by: Ilia Mirkin <imirkin at alum.mit.edu> [v1]
---
src/compiler/glsl/ast_to_hir.cpp | 26 ++------------------------
1 file changed, 2 insertions(+), 24 deletions(-)
Good call, Ilia :) I'd originally had a /* Invariance isn't meaningful
for fragment shader outputs */ comment, but then I looked elsewhere in
the file and realized that it actually was allowed. So, I changed the
case, but didn't think to combine it.
It turns out we can combine all of them...here's a better version.
diff --git a/src/compiler/glsl/ast_to_hir.cpp b/src/compiler/glsl/ast_to_hir.cpp
index 441404f86d3..1794a1af5cb 100644
--- a/src/compiler/glsl/ast_to_hir.cpp
+++ b/src/compiler/glsl/ast_to_hir.cpp
@@ -4077,30 +4077,8 @@ apply_type_qualifier_to_variable(const struct ast_type_qualifier *qual,
}
}
- if (state->all_invariant && (state->current_function == NULL)) {
- switch (state->stage) {
- case MESA_SHADER_VERTEX:
- if (var->data.mode == ir_var_shader_out)
- var->data.invariant = true;
- break;
- case MESA_SHADER_TESS_CTRL:
- case MESA_SHADER_TESS_EVAL:
- case MESA_SHADER_GEOMETRY:
- if ((var->data.mode == ir_var_shader_in)
- || (var->data.mode == ir_var_shader_out))
- var->data.invariant = true;
- break;
- case MESA_SHADER_FRAGMENT:
- if (var->data.mode == ir_var_shader_in)
- var->data.invariant = true;
- break;
- case MESA_SHADER_COMPUTE:
- /* Invariance isn't meaningful in compute shaders. */
- break;
- default:
- break;
- }
- }
+ if (state->all_invariant && var->data.mode == ir_var_shader_out)
+ var->data.invariant = true;
var->data.interpolation =
interpret_interpolation_qualifier(qual, var->type,
--
2.15.0
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