diff options
author | Gregory Hainaut <[email protected]> | 2015-10-25 15:01:34 +0100 |
---|---|---|
committer | Timothy Arceri <[email protected]> | 2015-12-01 12:46:26 +1100 |
commit | 618612f867ed8140409796535314d9b9ed58440b (patch) | |
tree | c6e4b8c3cecad5a349218ef8632242af8a2648b1 /src | |
parent | 76c09c1792ff1209bd34e1ae0e17b9c4929a892f (diff) |
glsl: add always_active_io attribute to ir_variable
The value will be set in separate-shader program when an input/output
must remains active. e.g. when deadcode removal isn't allowed because
it will create interface location/name-matching mismatch.
v3:
* Rename the attribute
* Use ir_variable directly instead of ir_variable_refcount_visitor
* Move the foreach IR code in the linker file
v4:
* Fix variable name in assert
v5 (by Timothy Arceri):
* Rename functions and reword comments
* Don't set always active on builtins
Signed-off-by: Gregory Hainaut <[email protected]>
Reviewed-by: Timothy Arceri <[email protected]>
Reviewed-by: Tapani Pälli <[email protected]>
Diffstat (limited to 'src')
-rw-r--r-- | src/glsl/ir.cpp | 1 | ||||
-rw-r--r-- | src/glsl/ir.h | 7 | ||||
-rw-r--r-- | src/glsl/linker.cpp | 74 |
3 files changed, 82 insertions, 0 deletions
diff --git a/src/glsl/ir.cpp b/src/glsl/ir.cpp index ca520f547a1..f989e9b6dff 100644 --- a/src/glsl/ir.cpp +++ b/src/glsl/ir.cpp @@ -1669,6 +1669,7 @@ ir_variable::ir_variable(const struct glsl_type *type, const char *name, this->data.pixel_center_integer = false; this->data.depth_layout = ir_depth_layout_none; this->data.used = false; + this->data.always_active_io = false; this->data.read_only = false; this->data.centroid = false; this->data.sample = false; diff --git a/src/glsl/ir.h b/src/glsl/ir.h index e1109eec1d3..bdc932ef538 100644 --- a/src/glsl/ir.h +++ b/src/glsl/ir.h @@ -659,6 +659,13 @@ public: unsigned assigned:1; /** + * When separate shader programs are enabled, only input/outputs between + * the stages of a multi-stage separate program can be safely removed + * from the shader interface. Other input/outputs must remains active. + */ + unsigned always_active_io:1; + + /** * Enum indicating how the variable was declared. See * ir_var_declaration_type. * diff --git a/src/glsl/linker.cpp b/src/glsl/linker.cpp index d2df33d8920..660c4354e90 100644 --- a/src/glsl/linker.cpp +++ b/src/glsl/linker.cpp @@ -3988,6 +3988,77 @@ split_ubos_and_ssbos(void *mem_ctx, assert(*num_ubos + *num_ssbos == num_blocks); } +static void +set_always_active_io(exec_list *ir, ir_variable_mode io_mode) +{ + assert(io_mode == ir_var_shader_in || io_mode == ir_var_shader_out); + + foreach_in_list(ir_instruction, node, ir) { + ir_variable *const var = node->as_variable(); + + if (var == NULL || var->data.mode != io_mode) + continue; + + /* Don't set always active on builtins that haven't been redeclared */ + if (var->data.how_declared == ir_var_declared_implicitly) + continue; + + var->data.always_active_io = true; + } +} + +/** + * When separate shader programs are enabled, only input/outputs between + * the stages of a multi-stage separate program can be safely removed + * from the shader interface. Other inputs/outputs must remain active. + */ +static void +disable_varying_optimizations_for_sso(struct gl_shader_program *prog) +{ + unsigned first, last; + assert(prog->SeparateShader); + + first = MESA_SHADER_STAGES; + last = 0; + + /* Determine first and last stage. Excluding the compute stage */ + for (unsigned i = 0; i < MESA_SHADER_COMPUTE; i++) { + if (!prog->_LinkedShaders[i]) + continue; + if (first == MESA_SHADER_STAGES) + first = i; + last = i; + } + + if (first == MESA_SHADER_STAGES) + return; + + for (unsigned stage = 0; stage < MESA_SHADER_STAGES; stage++) { + gl_shader *sh = prog->_LinkedShaders[stage]; + if (!sh) + continue; + + if (first == last) { + /* For a single shader program only allow inputs to the vertex shader + * and outputs from the fragment shader to be removed. + */ + if (stage != MESA_SHADER_VERTEX) + set_always_active_io(sh->ir, ir_var_shader_in); + if (stage != MESA_SHADER_FRAGMENT) + set_always_active_io(sh->ir, ir_var_shader_out); + } else { + /* For multi-stage separate shader programs only allow inputs and + * outputs between the shader stages to be removed as well as inputs + * to the vertex shader and outputs from the fragment shader. + */ + if (stage == first && stage != MESA_SHADER_VERTEX) + set_always_active_io(sh->ir, ir_var_shader_in); + else if (stage == last && stage != MESA_SHADER_FRAGMENT) + set_always_active_io(sh->ir, ir_var_shader_out); + } + } +} + void link_shaders(struct gl_context *ctx, struct gl_shader_program *prog) { @@ -4255,6 +4326,9 @@ link_shaders(struct gl_context *ctx, struct gl_shader_program *prog) } } + if (prog->SeparateShader) + disable_varying_optimizations_for_sso(prog); + if (!interstage_cross_validate_uniform_blocks(prog)) goto done; |