On Tuesday, February 2, 2016 12:20:01 PM PST Timothy Arceri wrote: > The existing code was very hard to follow and has been the source > of at least 3 bugs in the past year. > > The existing code also has a bug for SSO where if we have a > multi-stage SSO for example a tes -> gs program, if we try to use > transform feedback with gs the existing code would look for the > transform feedback varyings in the tes stage and fail as it can't > find them. > > V2: Add more code comments, always try to remove unused inputs > to the first stage. > > Cc: Ilia Mirkin <imir...@alum.mit.edu> > Cc: Chris Forbes <chr...@ijw.co.nz> > --- > src/compiler/glsl/linker.cpp | 137 > ++++++++++++++++++++----------------------- > 1 file changed, 63 insertions(+), 74 deletions(-) > > diff --git a/src/compiler/glsl/linker.cpp b/src/compiler/glsl/linker.cpp > index fdfdcaa..09323bb 100644 > --- a/src/compiler/glsl/linker.cpp > +++ b/src/compiler/glsl/linker.cpp > @@ -4461,91 +4461,80 @@ link_shaders(struct gl_context *ctx, struct > gl_shader_program *prog) > goto done; > } > > - /* Linking the stages in the opposite order (from fragment to vertex) > - * ensures that inter-shader outputs written to in an earlier stage are > - * eliminated if they are (transitively) not used in a later stage. > + /* If there is no fragment shader we need to set transform feedback. > + * > + * For SSO we need also need to assign output locations, we assign them > + * here because we need to do it for both single stage programs and multi > + * stage programs. > */ > - int next; > - > - if (first < MESA_SHADER_FRAGMENT) { > - gl_shader *const sh = prog->_LinkedShaders[last]; > - > - if (first != MESA_SHADER_VERTEX) { > - /* There was no vertex shader, but we still have to assign varying > - * locations for use by tessellation/geometry shader inputs in SSO. > - * > - * If the shader is not separable (i.e., prog->SeparateShader is > - * false), linking will have already failed when first is not > - * MESA_SHADER_VERTEX. > - */ > - if (!assign_varying_locations(ctx, mem_ctx, prog, > - NULL, prog->_LinkedShaders[first], > - num_tfeedback_decls, tfeedback_decls)) > - goto done; > - } > - > - 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. > - */ > - if (!assign_varying_locations(ctx, mem_ctx, prog, > - sh, NULL, > - num_tfeedback_decls, tfeedback_decls)) > - goto done; > - } > - > - do_dead_builtin_varyings(ctx, sh, NULL, > - num_tfeedback_decls, tfeedback_decls); > + if (last < MESA_SHADER_FRAGMENT && > + (num_tfeedback_decls != 0 || prog->SeparateShader)) { > + if (!assign_varying_locations(ctx, mem_ctx, prog, > + prog->_LinkedShaders[last], NULL, > + num_tfeedback_decls, tfeedback_decls)) > + goto done; > + } > > - remove_unused_shader_inputs_and_outputs(prog->SeparateShader, sh, > + if (last <= MESA_SHADER_FRAGMENT) {
I don't understand the point of last <= MESA_SHADER_FRAGMENT here. The only other option is MESA_SHADER_COMPUTE, which has no inputs or outputs, so calling this should be harmless. > + /* Remove unused varyings from the first/last stage unless SSO */ > + remove_unused_shader_inputs_and_outputs(prog->SeparateShader, > + prog->_LinkedShaders[first], > + ir_var_shader_in); > + remove_unused_shader_inputs_and_outputs(prog->SeparateShader, > + prog->_LinkedShaders[last], > ir_var_shader_out); I see, assign_varying_locations calls this for internal stages, when there's a producer and consumer - this just calls it for the boundary shaders in the !SSO case. Makes sense. This is much cleaner - nice work! Reviewed-by: Kenneth Graunke <kenn...@whitecape.org>
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