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authorIlia Mirkin <imirkin@alum.mit.edu>2016-11-04 21:01:18 -0400
committerIlia Mirkin <imirkin@alum.mit.edu>2016-11-09 20:25:15 -0500
commit885c78801785701fdca0217a7b0f992f26115ee4 (patch)
tree7e0be956ad77ef458cf952be961250e9cf4a7d61 /src/compiler
parent828faaef40f9bd50cb75c2cde0d9393bc3fb6695 (diff)
glsl: fix slot_end calculations and simplify reserved_slots check
The previous code was confused about whether slot_end was inclusive or exclusive. Make it so that it is inclusive consistently, and use it for setting the new location. This also avoids discrepancies in how num_components is calculated vs the more manual approach taken for the former reserved_slots check. Signed-off-by: Ilia Mirkin <imirkin@alum.mit.edu> Reviewed-by: Timothy Arceri <timothy.arceri@collabora.com>
Diffstat (limited to 'src/compiler')
-rw-r--r--src/compiler/glsl/link_varyings.cpp46
1 files changed, 20 insertions, 26 deletions
diff --git a/src/compiler/glsl/link_varyings.cpp b/src/compiler/glsl/link_varyings.cpp
index e622b3e46bc..43204a7c3f2 100644
--- a/src/compiler/glsl/link_varyings.cpp
+++ b/src/compiler/glsl/link_varyings.cpp
@@ -1546,14 +1546,16 @@ varying_matches::assign_locations(struct gl_shader_program *prog,
previous_var_xfb_only = var->data.is_xfb_only;
- unsigned num_elements = type->count_attribute_slots(is_vertex_input);
- unsigned slot_end;
- if (this->disable_varying_packing &&
- !is_varying_packing_safe(type, var))
- slot_end = 4;
- else
- slot_end = type->without_array()->vector_elements;
- slot_end += *location - 1;
+ /* The number of components taken up by this variable. For vertex shader
+ * inputs, we use the number of slots * 4, as they have different
+ * counting rules.
+ */
+ unsigned num_components = is_vertex_input ?
+ type->count_attribute_slots(is_vertex_input) * 4 :
+ this->matches[i].num_components;
+
+ /* The last slot for this variable, inclusive. */
+ unsigned slot_end = *location + num_components - 1;
/* FIXME: We could be smarter in the below code and loop back over
* trying to fill any locations that we skipped because we couldn't pack
@@ -1561,29 +1563,21 @@ varying_matches::assign_locations(struct gl_shader_program *prog,
* hit the linking error if we run out of room and suggest they use
* explicit locations.
*/
- for (unsigned j = 0; j < num_elements; j++) {
- while ((slot_end < MAX_VARYING * 4u) &&
- ((reserved_slots & (UINT64_C(1) << *location / 4u) ||
- (reserved_slots & (UINT64_C(1) << slot_end / 4u))))) {
+ while (slot_end < MAX_VARYING * 4u) {
+ const unsigned slots = (slot_end / 4u) - (*location / 4u) + 1;
+ const uint64_t slot_mask = ((1ull << slots) - 1) << (*location / 4u);
+ assert(slots > 0);
+ if (reserved_slots & slot_mask) {
*location = ALIGN(*location + 1, 4);
- slot_end = *location;
-
- /* reset the counter and try again */
- j = 0;
+ slot_end = *location + num_components - 1;
+ continue;
}
- /* Increase the slot to make sure there is enough room for next
- * array element.
- */
- if (this->disable_varying_packing &&
- !is_varying_packing_safe(type, var))
- slot_end += 4;
- else
- slot_end += type->without_array()->vector_elements;
+ break;
}
- if (!var->data.patch && *location >= MAX_VARYING * 4u) {
+ if (!var->data.patch && slot_end >= MAX_VARYING * 4u) {
linker_error(prog, "insufficient contiguous locations available for "
"%s it is possible an array or struct could not be "
"packed between varyings with explicit locations. Try "
@@ -1593,7 +1587,7 @@ varying_matches::assign_locations(struct gl_shader_program *prog,
this->matches[i].generic_location = *location;
- *location += this->matches[i].num_components;
+ *location = slot_end + 1;
}
return (generic_location + 3) / 4;