diff options
author | Ilia Mirkin <[email protected]> | 2017-10-21 15:15:41 -0400 |
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committer | Ilia Mirkin <[email protected]> | 2017-10-23 08:34:56 -0400 |
commit | 4d24a7cb97641cacecd371d1968f6964785822e4 (patch) | |
tree | 271c13e055c4b08ef7d068b9e4a32d33e8d8ee11 /src/compiler/glsl/ir_optimization.h | |
parent | 4302df8c8e60b79cfba0d16781393041cf79aa43 (diff) |
glsl: fix derived cs variables
There are two issues with the current implementation. First, it relies
on the layout(local_size_*) happening in the same shader as the main
function, and secondly it doesn't work for variable group sizes.
In both cases, the simplest fix is to move the setup of these derived
values to a later time, similar to how the gl_VertexID workarounds are
done. There already exist system values defined for both of the derived
values, so we use them unconditionally, and lower them after linking is
performed.
While we're at it, we move to using gl_LocalGroupSizeARB instead of
gl_WorkGroupSize for variable group sizes.
Also the dead code elimination avoidance can be removed, since there
can be situations where gl_LocalGroupSizeARB is needed but has not been
inserted for the shader with main function. As a result, the lowering
code has to insert its own copies of the system values if needed.
Reported-by: Stephane Chevigny <[email protected]>
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=103393
Cc: [email protected]
Signed-off-by: Ilia Mirkin <[email protected]>
Reviewed-by: Jordan Justen <[email protected]>
Reviewed-by: Samuel Pitoiset <[email protected]>
Diffstat (limited to 'src/compiler/glsl/ir_optimization.h')
-rw-r--r-- | src/compiler/glsl/ir_optimization.h | 1 |
1 files changed, 1 insertions, 0 deletions
diff --git a/src/compiler/glsl/ir_optimization.h b/src/compiler/glsl/ir_optimization.h index eb3ec3b0c7d..f44ddcb05be 100644 --- a/src/compiler/glsl/ir_optimization.h +++ b/src/compiler/glsl/ir_optimization.h @@ -166,6 +166,7 @@ void optimize_dead_builtin_variables(exec_list *instructions, bool lower_tess_level(gl_linked_shader *shader); bool lower_vertex_id(gl_linked_shader *shader); +bool lower_cs_derived(gl_linked_shader *shader); bool lower_blend_equation_advanced(gl_linked_shader *shader); bool lower_subroutine(exec_list *instructions, struct _mesa_glsl_parse_state *state); |