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authorvadym.shovkoplias <[email protected]>2018-08-28 10:32:18 +0300
committerTimothy Arceri <[email protected]>2018-08-29 20:03:56 +1000
commit966a797e433120094e1e39693f1f17be8678d03e (patch)
tree1e67b7e64d0ca5c2e461dd23129b1517fe94fa2b
parent5a1c23d1502d275c4d554c586bf029e66131f4ac (diff)
glsl/linker: Link all out vars from a shader objects on a single stage
During intra stage linking some out variables can be dropped because it is not used in a shader with the main function. But these out vars can be referenced on later stages which can lead to further linking errors. Signed-off-by: Vadym Shovkoplias <[email protected]> Reviewed-by: Timothy Arceri <[email protected]> Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=105731
-rw-r--r--src/compiler/glsl/linker.cpp37
1 files changed, 37 insertions, 0 deletions
diff --git a/src/compiler/glsl/linker.cpp b/src/compiler/glsl/linker.cpp
index 3ce78fe6428..f08971d7803 100644
--- a/src/compiler/glsl/linker.cpp
+++ b/src/compiler/glsl/linker.cpp
@@ -2187,6 +2187,40 @@ link_cs_input_layout_qualifiers(struct gl_shader_program *prog,
}
}
+/**
+ * Link all out variables on a single stage which are not
+ * directly used in a shader with the main function.
+ */
+static void
+link_output_variables(struct gl_linked_shader *linked_shader,
+ struct gl_shader **shader_list,
+ unsigned num_shaders)
+{
+ struct glsl_symbol_table *symbols = linked_shader->symbols;
+
+ for (unsigned i = 0; i < num_shaders; i++) {
+
+ /* Skip shader object with main function */
+ if (shader_list[i]->symbols->get_function("main"))
+ continue;
+
+ foreach_in_list(ir_instruction, ir, shader_list[i]->ir) {
+ if (ir->ir_type != ir_type_variable)
+ continue;
+
+ ir_variable *const var = (ir_variable *) ir;
+
+ if (var->data.mode == ir_var_shader_out &&
+ !symbols->get_variable(var->name)) {
+ symbols->add_variable(var);
+ linked_shader->ir->push_head(var);
+ }
+ }
+ }
+
+ return;
+}
+
/**
* Combine a group of shaders for a single stage to generate a linked shader
@@ -2352,6 +2386,9 @@ link_intrastage_shaders(void *mem_ctx,
return NULL;
}
+ if (linked->Stage != MESA_SHADER_FRAGMENT)
+ link_output_variables(linked, shader_list, num_shaders);
+
/* Make a pass over all variable declarations to ensure that arrays with
* unspecified sizes have a size specified. The size is inferred from the
* max_array_access field.