From 82e153daff954a9bf09c8fb7e1adfeedb17a1fc3 Mon Sep 17 00:00:00 2001 From: Timothy Arceri Date: Wed, 27 Jul 2016 15:20:43 +1000 Subject: [PATCH] glsl: remove dead builtins before assigning varying locations Builtins already have locations assigned so this shouldn't change anything. We want to call it earlier so we can tranform GLSL IR to NIR earlier. Reviewed-by: Eric Anholt --- src/compiler/glsl/linker.cpp | 18 +++++++++--------- 1 file changed, 9 insertions(+), 9 deletions(-) diff --git a/src/compiler/glsl/linker.cpp b/src/compiler/glsl/linker.cpp index 569a8b9f947..7a3d35f9253 100644 --- a/src/compiler/glsl/linker.cpp +++ b/src/compiler/glsl/linker.cpp @@ -4589,8 +4589,12 @@ link_varyings_and_uniforms(unsigned first, unsigned last, /* If the program is made up of only a single stage */ if (first == last) { - gl_linked_shader *const sh = prog->_LinkedShaders[last]; + + do_dead_builtin_varyings(ctx, NULL, sh, 0, NULL); + do_dead_builtin_varyings(ctx, sh, NULL, num_tfeedback_decls, + tfeedback_decls); + if (prog->SeparateShader) { const uint64_t reserved_slots = reserved_varying_slot(sh, ir_var_shader_in); @@ -4606,10 +4610,6 @@ link_varyings_and_uniforms(unsigned first, unsigned last, reserved_slots)) return false; } - - do_dead_builtin_varyings(ctx, NULL, sh, 0, NULL); - do_dead_builtin_varyings(ctx, sh, NULL, num_tfeedback_decls, - tfeedback_decls); } else { /* Linking the stages in the opposite order (from fragment to vertex) * ensures that inter-shader outputs written to in an earlier stage @@ -4629,16 +4629,16 @@ link_varyings_and_uniforms(unsigned first, unsigned last, const uint64_t reserved_in_slots = reserved_varying_slot(sh_next, ir_var_shader_in); + do_dead_builtin_varyings(ctx, sh_i, sh_next, + next == MESA_SHADER_FRAGMENT ? num_tfeedback_decls : 0, + tfeedback_decls); + if (!assign_varying_locations(ctx, mem_ctx, prog, sh_i, sh_next, next == MESA_SHADER_FRAGMENT ? num_tfeedback_decls : 0, tfeedback_decls, reserved_out_slots | reserved_in_slots)) return false; - do_dead_builtin_varyings(ctx, sh_i, sh_next, - next == MESA_SHADER_FRAGMENT ? num_tfeedback_decls : 0, - tfeedback_decls); - /* This must be done after all dead varyings are eliminated. */ if (sh_i != NULL) { unsigned slots_used = _mesa_bitcount_64(reserved_out_slots); -- 2.30.2