const int base = stage == MESA_SHADER_FRAGMENT ?
(int) FRAG_RESULT_DATA0 : (int) VARYING_SLOT_VAR0;
+ int UNUSED last_loc = 0;
nir_foreach_variable(var, var_list) {
const struct glsl_type *type = var->type;
* we may have already have processed this location.
*/
if (processed) {
- var->data.driver_location = assigned_locations[var->data.location];
+ unsigned driver_location = assigned_locations[var->data.location];
+ var->data.driver_location = driver_location;
*size += type_size(type);
+
+ /* An array may be packed such that is crosses multiple other arrays
+ * or variables, we need to make sure we have allocated the elements
+ * consecutively if the previously proccessed var was shorter than
+ * the current array we are processing.
+ *
+ * NOTE: The code below assumes the var list is ordered in ascending
+ * location order.
+ */
+ assert(last_loc <= var->data.location);
+ last_loc = var->data.location;
+ unsigned last_slot_location = driver_location + var_size;
+ if (last_slot_location > location) {
+ unsigned num_unallocated_slots = last_slot_location - location;
+ unsigned first_unallocated_slot = var_size - num_unallocated_slots;
+ for (unsigned i = first_unallocated_slot; i < num_unallocated_slots; i++) {
+ assigned_locations[var->data.location + i] = location;
+ location++;
+ }
+ }
continue;
}