On 13/04/15 11:08, Martin Peres wrote:

On 02/04/15 13:27, Tapani Pälli wrote:


On 04/02/2015 12:36 PM, Martin Peres wrote:


On 01/04/15 15:14, Tapani Pälli wrote:
Previously linker did not take in to account case where one would
have only gs and fs (with SSO), patch adds the case by refactoring
code around assign_varying_locations. This makes sure locations for
gs get populated correctly.

This was found with some of the SSO subtests of Martin's upcoming
GetProgramInterfaceiv Piglit test which passes with the patch, no
Piglit regressions.

Signed-off-by: Tapani Pälli <tapani.pa...@intel.com>
---
  src/glsl/linker.cpp | 32 +++++++++++++++++++-------------
  1 file changed, 19 insertions(+), 13 deletions(-)

diff --git a/src/glsl/linker.cpp b/src/glsl/linker.cpp
index 85830e6..73432b2 100644
--- a/src/glsl/linker.cpp
+++ b/src/glsl/linker.cpp
@@ -2726,10 +2726,19 @@ link_shaders(struct gl_context *ctx, struct
gl_shader_program *prog)
        goto done;
     }
-   unsigned first;
-   for (first = 0; first <= MESA_SHADER_FRAGMENT; first++) {
-      if (prog->_LinkedShaders[first] != NULL)
-     break;
+   unsigned first, last;
+
+   first = MESA_SHADER_STAGES;
+   last = 0;
+
+   /* Determine first and last stage. */
+   for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
+      struct gl_shader *sh = prog->_LinkedShaders[i];
Why create this variable?

True, it is not really needed, even in the place from where this loop was copypasted from, see patch 3 in the series :)

Ok, please get rid of it then, to eliminate the possible confusion with another local variable later on.


+      if (!sh)
+         continue;
+      if (first == MESA_SHADER_STAGES)
+         first = i;
+      last = i;
     }
     if (num_tfeedback_decls != 0) {
@@ -2758,13 +2767,9 @@ link_shaders(struct gl_context *ctx, struct
gl_shader_program *prog)
      * ensures that inter-shader outputs written to in an earlier
stage are
* eliminated if they are (transitively) not used in a later stage.
      */
-   int last, next;
-   for (last = MESA_SHADER_FRAGMENT; last >= 0; last--) {
-      if (prog->_LinkedShaders[last] != NULL)
-         break;
-   }
+   int next;

So, the above is a cleanup for finding the first and last shader stage.
It is however not necessary.

Yes, it is only cleanup to make 2 for loops as just one, can be dropped.

Let's keep it.


-   if (last >= 0 && last < MESA_SHADER_FRAGMENT) {
+   if (first < MESA_SHADER_FRAGMENT) {
        gl_shader *const sh = prog->_LinkedShaders[last];
        if (first == MESA_SHADER_GEOMETRY) {
@@ -2776,13 +2781,14 @@ link_shaders(struct gl_context *ctx, struct
gl_shader_program *prog)
            * MESA_SHADER_GEOMETRY.
            */
           if (!assign_varying_locations(ctx, mem_ctx, prog,
-                                       NULL, sh,
+                                       NULL,
prog->_LinkedShaders[first],
The above change should not change anything because first == last ==
MESA_SHADER_GEOMETRY. Please get rid of it if I am right.

You are not right. Here last can be either GS or FS. The point of this locations assignment call is that we do not have VS but still want to assign locations to GS. Then only in the very last loop in this function, varyings between GS->FS are checked.

ACK.


num_tfeedback_decls,
tfeedback_decls,
prog->Geom.VerticesIn))
              goto done;
        }
-      if (num_tfeedback_decls != 0 || prog->SeparateShader) {
+      if (last != MESA_SHADER_FRAGMENT &&
+         (num_tfeedback_decls != 0 || prog->SeparateShader)) {
           /* There was no fragment shader, but we still have to
assign varying
            * locations for use by transform feedback.
            */
@@ -2804,7 +2810,7 @@ link_shaders(struct gl_context *ctx, struct
gl_shader_program *prog)
        while (do_dead_code(sh->ir, false))
           ;
     }
-   else if (first == MESA_SHADER_FRAGMENT) {
+   else if (first == MESA_SHADER_FRAGMENT && first == last) {
How could first != last since fragment is the last stage anyway? Why did
you add this test?

This can be removed, I added only to emphasize that we really do only have one but the comment below is enough. Will remove this.

Yes, please remove it.

Actually, the last stage is not FS, it is CS. So first == last does not have to be true when compute shaders become available. You should keep the condition.

With this, the patch is Reviewed-by: Martin Peres <martin.pe...@linux.intel.com>

        /* If the program only contains a fragment shader...
         */
        gl_shader *const sh = prog->_LinkedShaders[first];


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