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-rw-r--r--src/glsl/linker.cpp36
1 files changed, 25 insertions, 11 deletions
diff --git a/src/glsl/linker.cpp b/src/glsl/linker.cpp
index 64827da2f8e..616ec780071 100644
--- a/src/glsl/linker.cpp
+++ b/src/glsl/linker.cpp
@@ -1290,19 +1290,20 @@ assign_attribute_locations(gl_shader_program *prog, unsigned max_attribute_index
/**
- * Demote shader outputs that are not read to being just plain global variables
+ * Demote shader inputs and outputs that are not used in other stages
*/
void
-demote_unread_shader_outputs(gl_shader *sh)
+demote_shader_inputs_and_outputs(gl_shader *sh, enum ir_variable_mode mode)
{
foreach_list(node, sh->ir) {
ir_variable *const var = ((ir_instruction *) node)->as_variable();
- if ((var == NULL) || (var->mode != ir_var_out))
+ if ((var == NULL) || (var->mode != int(mode)))
continue;
- /* An 'out' variable is only really a shader output if its value is read
- * by the following stage.
+ /* A shader 'in' or 'out' variable is only really an input or output if
+ * its value is used by other shader stages. This will cause the variable
+ * to have a location assigned.
*/
if (var->location == -1) {
var->mode = ir_var_auto;
@@ -1368,8 +1369,6 @@ assign_varying_locations(struct gl_shader_program *prog,
}
}
- demote_unread_shader_outputs(producer);
-
foreach_list(node, consumer->ir) {
ir_variable *const var = ((ir_instruction *) node)->as_variable();
@@ -1558,10 +1557,6 @@ link_shaders(struct gl_context *ctx, struct gl_shader_program *prog)
prog->LinkStatus = false;
goto done;
}
-
- if ((prog->_LinkedShaders[MESA_SHADER_GEOMETRY] == NULL)
- && (prog->_LinkedShaders[MESA_SHADER_FRAGMENT] == NULL))
- demote_unread_shader_outputs(prog->_LinkedShaders[MESA_SHADER_VERTEX]);
}
unsigned prev;
@@ -1580,6 +1575,25 @@ link_shaders(struct gl_context *ctx, struct gl_shader_program *prog)
prev = i;
}
+ if (prog->_LinkedShaders[MESA_SHADER_VERTEX] != NULL) {
+ demote_shader_inputs_and_outputs(prog->_LinkedShaders[MESA_SHADER_VERTEX],
+ ir_var_out);
+ }
+
+ if (prog->_LinkedShaders[MESA_SHADER_GEOMETRY] != NULL) {
+ gl_shader *const sh = prog->_LinkedShaders[MESA_SHADER_GEOMETRY];
+
+ demote_shader_inputs_and_outputs(sh, ir_var_in);
+ demote_shader_inputs_and_outputs(sh, ir_var_inout);
+ demote_shader_inputs_and_outputs(sh, ir_var_out);
+ }
+
+ if (prog->_LinkedShaders[MESA_SHADER_FRAGMENT] != NULL) {
+ gl_shader *const sh = prog->_LinkedShaders[MESA_SHADER_FRAGMENT];
+
+ demote_shader_inputs_and_outputs(sh, ir_var_in);
+ }
+
/* FINISHME: Assign fragment shader output locations. */
done: