diff options
Diffstat (limited to 'src')
-rw-r--r-- | src/compiler/glsl/linker.cpp | 31 |
1 files changed, 28 insertions, 3 deletions
diff --git a/src/compiler/glsl/linker.cpp b/src/compiler/glsl/linker.cpp index 8b1b03322a0..17fe0a58448 100644 --- a/src/compiler/glsl/linker.cpp +++ b/src/compiler/glsl/linker.cpp @@ -2710,7 +2710,8 @@ static bool assign_attribute_or_color_locations(void *mem_ctx, gl_shader_program *prog, struct gl_constants *constants, - unsigned target_index) + unsigned target_index, + bool do_assignment) { /* Maximum number of generic locations. This corresponds to either the * maximum number of draw buffers or the maximum number of generic @@ -3073,6 +3074,9 @@ assign_attribute_or_color_locations(void *mem_ctx, num_attr++; } + if (!do_assignment) + return true; + if (target_index == MESA_SHADER_VERTEX) { unsigned total_attribs_size = util_bitcount(used_locations & SAFE_MASK_FROM_INDEX(max_index)) + @@ -4780,12 +4784,12 @@ link_varyings_and_uniforms(unsigned first, unsigned last, } if (!assign_attribute_or_color_locations(mem_ctx, prog, &ctx->Const, - MESA_SHADER_VERTEX)) { + MESA_SHADER_VERTEX, true)) { return false; } if (!assign_attribute_or_color_locations(mem_ctx, prog, &ctx->Const, - MESA_SHADER_FRAGMENT)) { + MESA_SHADER_FRAGMENT, true)) { return false; } @@ -5162,6 +5166,27 @@ link_shaders(struct gl_context *ctx, struct gl_shader_program *prog) lower_tess_level(prog->_LinkedShaders[i]); } + /* Section 13.46 (Vertex Attribute Aliasing) of the OpenGL ES 3.2 + * specification says: + * + * "In general, the behavior of GLSL ES should not depend on compiler + * optimizations which might be implementation-dependent. Name matching + * rules in most languages, including C++ from which GLSL ES is derived, + * are based on declarations rather than use. + * + * RESOLUTION: The existence of aliasing is determined by declarations + * present after preprocessing." + * + * Because of this rule, we do a 'dry-run' of attribute assignment for + * vertex shader inputs here. + */ + if (prog->IsES && i == MESA_SHADER_VERTEX) { + if (!assign_attribute_or_color_locations(mem_ctx, prog, &ctx->Const, + MESA_SHADER_VERTEX, false)) { + goto done; + } + } + /* Call opts before lowering const arrays to uniforms so we can const * propagate any elements accessed directly. */ |