[Mesa-dev] [PATCH v2 01/24] linker: fix varying linking if SSO program has only gs and fs
Martin Peres
martin.peres at linux.intel.com
Thu Apr 2 02:36:32 PDT 2015
On 01/04/15 15:14, Tapani Pälli wrote:
> Previously linker did not take in to account case where one would
> have only gs and fs (with SSO), patch adds the case by refactoring
> code around assign_varying_locations. This makes sure locations for
> gs get populated correctly.
>
> This was found with some of the SSO subtests of Martin's upcoming
> GetProgramInterfaceiv Piglit test which passes with the patch, no
> Piglit regressions.
>
> Signed-off-by: Tapani Pälli <tapani.palli at intel.com>
> ---
> src/glsl/linker.cpp | 32 +++++++++++++++++++-------------
> 1 file changed, 19 insertions(+), 13 deletions(-)
>
> diff --git a/src/glsl/linker.cpp b/src/glsl/linker.cpp
> index 85830e6..73432b2 100644
> --- a/src/glsl/linker.cpp
> +++ b/src/glsl/linker.cpp
> @@ -2726,10 +2726,19 @@ link_shaders(struct gl_context *ctx, struct gl_shader_program *prog)
> goto done;
> }
>
> - unsigned first;
> - for (first = 0; first <= MESA_SHADER_FRAGMENT; first++) {
> - if (prog->_LinkedShaders[first] != NULL)
> - break;
> + unsigned first, last;
> +
> + first = MESA_SHADER_STAGES;
> + last = 0;
> +
> + /* Determine first and last stage. */
> + for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
> + struct gl_shader *sh = prog->_LinkedShaders[i];
Why create this variable?
> + if (!sh)
> + continue;
> + if (first == MESA_SHADER_STAGES)
> + first = i;
> + last = i;
> }
>
> if (num_tfeedback_decls != 0) {
> @@ -2758,13 +2767,9 @@ link_shaders(struct gl_context *ctx, struct gl_shader_program *prog)
> * ensures that inter-shader outputs written to in an earlier stage are
> * eliminated if they are (transitively) not used in a later stage.
> */
> - int last, next;
> - for (last = MESA_SHADER_FRAGMENT; last >= 0; last--) {
> - if (prog->_LinkedShaders[last] != NULL)
> - break;
> - }
> + int next;
So, the above is a cleanup for finding the first and last shader stage.
It is however not necessary.
>
> - if (last >= 0 && last < MESA_SHADER_FRAGMENT) {
> + if (first < MESA_SHADER_FRAGMENT) {
> gl_shader *const sh = prog->_LinkedShaders[last];
>
> if (first == MESA_SHADER_GEOMETRY) {
> @@ -2776,13 +2781,14 @@ link_shaders(struct gl_context *ctx, struct gl_shader_program *prog)
> * MESA_SHADER_GEOMETRY.
> */
> if (!assign_varying_locations(ctx, mem_ctx, prog,
> - NULL, sh,
> + NULL, prog->_LinkedShaders[first],
The above change should not change anything because first == last ==
MESA_SHADER_GEOMETRY. Please get rid of it if I am right.
> num_tfeedback_decls, tfeedback_decls,
> prog->Geom.VerticesIn))
> goto done;
> }
>
> - if (num_tfeedback_decls != 0 || prog->SeparateShader) {
> + 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.
> */
> @@ -2804,7 +2810,7 @@ link_shaders(struct gl_context *ctx, struct gl_shader_program *prog)
> while (do_dead_code(sh->ir, false))
> ;
> }
> - else if (first == MESA_SHADER_FRAGMENT) {
> + else if (first == MESA_SHADER_FRAGMENT && first == last) {
How could first != last since fragment is the last stage anyway? Why did
you add this test?
> /* If the program only contains a fragment shader...
> */
> gl_shader *const sh = prog->_LinkedShaders[first];
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