detect_conflicting_assignments(state, instructions);
state->toplevel_ir = NULL;
+
+ /* Move all of the variable declarations to the front of the IR list, and
+ * reverse the order. This has the (intended!) side effect that vertex
+ * shader inputs and fragment shader outputs will appear in the IR in the
+ * same order that they appeared in the shader code. This results in the
+ * locations being assigned in the declared order. Many (arguably buggy)
+ * applications depend on this behavior, and it matches what nearly all
+ * other drivers do.
+ */
+ foreach_list_safe(node, instructions) {
+ ir_variable *const var = ((ir_instruction *) node)->as_variable();
+
+ if (var == NULL)
+ continue;
+
+ var->remove();
+ instructions->push_head(var);
+ }
}