linker: Improve handling of unread/unwritten shader inputs/outputs

Previously some shader input or outputs that hadn't received location
assignments could slip through.  This could happen when a shader
contained user-defined varyings and was used with either
fixed-function or assembly shaders.

See the piglit tests glsl-[fv]s-user-varying-ff and
sso-user-varying-0[12].

NOTE: this is a candidate for the 7.9 branch.
This commit is contained in:
Ian Romanick
2010-10-19 17:59:10 -07:00
parent 974fb466f2
commit cc90e62d70
+25 -11
View File
@@ -1290,19 +1290,20 @@ assign_attribute_locations(gl_shader_program *prog, unsigned max_attribute_index
/**
* Demote shader outputs that are not read to being just plain global variables
* Demote shader inputs and outputs that are not used in other stages
*/
void
demote_unread_shader_outputs(gl_shader *sh)
demote_shader_inputs_and_outputs(gl_shader *sh, enum ir_variable_mode mode)
{
foreach_list(node, sh->ir) {
ir_variable *const var = ((ir_instruction *) node)->as_variable();
if ((var == NULL) || (var->mode != ir_var_out))
if ((var == NULL) || (var->mode != int(mode)))
continue;
/* An 'out' variable is only really a shader output if its value is read
* by the following stage.
/* A shader 'in' or 'out' variable is only really an input or output if
* its value is used by other shader stages. This will cause the variable
* to have a location assigned.
*/
if (var->location == -1) {
var->mode = ir_var_auto;
@@ -1368,8 +1369,6 @@ assign_varying_locations(struct gl_shader_program *prog,
}
}
demote_unread_shader_outputs(producer);
foreach_list(node, consumer->ir) {
ir_variable *const var = ((ir_instruction *) node)->as_variable();
@@ -1558,10 +1557,6 @@ link_shaders(struct gl_context *ctx, struct gl_shader_program *prog)
prog->LinkStatus = false;
goto done;
}
if ((prog->_LinkedShaders[MESA_SHADER_GEOMETRY] == NULL)
&& (prog->_LinkedShaders[MESA_SHADER_FRAGMENT] == NULL))
demote_unread_shader_outputs(prog->_LinkedShaders[MESA_SHADER_VERTEX]);
}
unsigned prev;
@@ -1580,6 +1575,25 @@ link_shaders(struct gl_context *ctx, struct gl_shader_program *prog)
prev = i;
}
if (prog->_LinkedShaders[MESA_SHADER_VERTEX] != NULL) {
demote_shader_inputs_and_outputs(prog->_LinkedShaders[MESA_SHADER_VERTEX],
ir_var_out);
}
if (prog->_LinkedShaders[MESA_SHADER_GEOMETRY] != NULL) {
gl_shader *const sh = prog->_LinkedShaders[MESA_SHADER_GEOMETRY];
demote_shader_inputs_and_outputs(sh, ir_var_in);
demote_shader_inputs_and_outputs(sh, ir_var_inout);
demote_shader_inputs_and_outputs(sh, ir_var_out);
}
if (prog->_LinkedShaders[MESA_SHADER_FRAGMENT] != NULL) {
gl_shader *const sh = prog->_LinkedShaders[MESA_SHADER_FRAGMENT];
demote_shader_inputs_and_outputs(sh, ir_var_in);
}
/* FINISHME: Assign fragment shader output locations. */
done: