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>
previous_var_xfb_only = var->data.is_xfb_only;
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
/* 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
* hit the linking error if we run out of room and suggest they use
* explicit locations.
*/
* 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);
*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;
- 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 "
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 "
this->matches[i].generic_location = *location;
this->matches[i].generic_location = *location;
- *location += this->matches[i].num_components;
+ *location = slot_end + 1;
}
return (generic_location + 3) / 4;
}
return (generic_location + 3) / 4;