static void
detect_conflicting_assignments(struct _mesa_glsl_parse_state *state,
exec_list *instructions);
+static void
+remove_per_vertex_blocks(exec_list *instructions,
+ _mesa_glsl_parse_state *state, ir_variable_mode mode);
+
void
_mesa_ast_to_hir(exec_list *instructions, struct _mesa_glsl_parse_state *state)
var->remove();
instructions->push_head(var);
}
+
+ /* From section 7.1 (Built-In Language Variables) of the GLSL 4.10 spec:
+ *
+ * If multiple shaders using members of a built-in block belonging to
+ * the same interface are linked together in the same program, they
+ * must all redeclare the built-in block in the same way, as described
+ * in section 4.3.7 "Interface Blocks" for interface block matching, or
+ * a link error will result.
+ *
+ * The phrase "using members of a built-in block" implies that if two
+ * shaders are linked together and one of them *does not use* any members
+ * of the built-in block, then that shader does not need to have a matching
+ * redeclaration of the built-in block.
+ *
+ * This appears to be a clarification to the behaviour established for
+ * gl_PerVertex by GLSL 1.50, therefore implement it regardless of GLSL
+ * version.
+ *
+ * The definition of "interface" in section 4.3.7 that applies here is as
+ * follows:
+ *
+ * The boundary between adjacent programmable pipeline stages: This
+ * spans all the outputs in all compilation units of the first stage
+ * and all the inputs in all compilation units of the second stage.
+ *
+ * Therefore this rule applies to both inter- and intra-stage linking.
+ *
+ * The easiest way to implement this is to check whether the shader uses
+ * gl_PerVertex right after ast-to-ir conversion, and if it doesn't, simply
+ * remove all the relevant variable declaration from the IR, so that the
+ * linker won't see them and complain about mismatches.
+ */
+ remove_per_vertex_blocks(instructions, state, ir_var_shader_in);
+ remove_per_vertex_blocks(instructions, state, ir_var_shader_out);
}
user_defined_fs_output->name);
}
}
+
+
+static void
+remove_per_vertex_blocks(exec_list *instructions,
+ _mesa_glsl_parse_state *state, ir_variable_mode mode)
+{
+ /* Find the gl_PerVertex interface block of the appropriate (in/out) mode,
+ * if it exists in this shader type.
+ */
+ const glsl_type *per_vertex = NULL;
+ switch (mode) {
+ case ir_var_shader_in:
+ if (ir_variable *gl_in = state->symbols->get_variable("gl_in"))
+ per_vertex = gl_in->get_interface_type();
+ break;
+ case ir_var_shader_out:
+ if (ir_variable *gl_Position =
+ state->symbols->get_variable("gl_Position")) {
+ per_vertex = gl_Position->get_interface_type();
+ }
+ break;
+ default:
+ assert(!"Unexpected mode");
+ break;
+ }
+
+ /* If we didn't find a built-in gl_PerVertex interface block, then we don't
+ * need to do anything.
+ */
+ if (per_vertex == NULL)
+ return;
+
+ /* If the interface block is used by the shader, then we don't need to do
+ * anything.
+ */
+ interface_block_usage_visitor v(mode, per_vertex);
+ v.run(instructions);
+ if (v.usage_found())
+ return;
+
+ /* Remove any ir_variable declarations that refer to the interface block
+ * we're removing.
+ */
+ foreach_list_safe(node, instructions) {
+ ir_variable *const var = ((ir_instruction *) node)->as_variable();
+ if (var != NULL && var->get_interface_type() == per_vertex &&
+ var->mode == mode) {
+ state->symbols->disable_variable(var->name);
+ var->remove();
+ }
+ }
+}