matches.record(output_var, input_var);
}
}
+ } else {
+ /* If there's no producer stage, then this must be a separable program.
+ * For example, we may have a program that has just a fragment shader.
+ * Later this program will be used with some arbitrary vertex (or
+ * geometry) shader program. This means that locations must be assigned
+ * for all the inputs.
+ */
+ foreach_list(node, consumer->ir) {
+ ir_variable *const input_var =
+ ((ir_instruction *) node)->as_variable();
+
+ if ((input_var == NULL) ||
+ (input_var->data.mode != ir_var_shader_in))
+ continue;
+
+ matches.record(NULL, input_var);
+ }
}
for (unsigned i = 0; i < num_tfeedback_decls; ++i) {
if (last >= 0 && last < MESA_SHADER_FRAGMENT) {
gl_shader *const sh = prog->_LinkedShaders[last];
- if (num_tfeedback_decls != 0) {
+ if (num_tfeedback_decls != 0 || prog->SeparateShader) {
/* There was no fragment shader, but we still have to assign varying
* locations for use by transform feedback.
*/
do_dead_builtin_varyings(ctx, sh, NULL,
num_tfeedback_decls, tfeedback_decls);
- demote_shader_inputs_and_outputs(sh, ir_var_shader_out);
+ if (!prog->SeparateShader)
+ demote_shader_inputs_and_outputs(sh, ir_var_shader_out);
/* Eliminate code that is now dead due to unused outputs being demoted.
*/
do_dead_builtin_varyings(ctx, NULL, sh,
num_tfeedback_decls, tfeedback_decls);
- demote_shader_inputs_and_outputs(sh, ir_var_shader_in);
+ if (prog->SeparateShader) {
+ if (!assign_varying_locations(ctx, mem_ctx, prog,
+ NULL /* producer */,
+ sh /* consumer */,
+ 0 /* num_tfeedback_decls */,
+ NULL /* tfeedback_decls */,
+ 0 /* gs_input_vertices */))
+ goto done;
+ } else
+ demote_shader_inputs_and_outputs(sh, ir_var_shader_in);
while (do_dead_code(sh->ir, false))
;