On Tue, 2016-02-09 at 01:29 -0800, Kenneth Graunke wrote: > On Tuesday, February 2, 2016 12:20:01 PM PST Timothy Arceri wrote: > > The existing code was very hard to follow and has been the source > > of at least 3 bugs in the past year. > > > > The existing code also has a bug for SSO where if we have a > > multi-stage SSO for example a tes -> gs program, if we try to use > > transform feedback with gs the existing code would look for the > > transform feedback varyings in the tes stage and fail as it can't > > find them. > > > > V2: Add more code comments, always try to remove unused inputs > > to the first stage. > > > > Cc: Ilia Mirkin <imir...@alum.mit.edu> > > Cc: Chris Forbes <chr...@ijw.co.nz> > > --- > > src/compiler/glsl/linker.cpp | 137 ++++++++++++++++++++----------- > > ------------ > > 1 file changed, 63 insertions(+), 74 deletions(-) > > > > diff --git a/src/compiler/glsl/linker.cpp > > b/src/compiler/glsl/linker.cpp > > index fdfdcaa..09323bb 100644 > > --- a/src/compiler/glsl/linker.cpp > > +++ b/src/compiler/glsl/linker.cpp > > @@ -4461,91 +4461,80 @@ link_shaders(struct gl_context *ctx, struct > > gl_shader_program *prog) > > goto done; > > } > > > > - /* Linking the stages in the opposite order (from fragment to > > vertex) > > - * ensures that inter-shader outputs written to in an earlier > > stage are > > - * eliminated if they are (transitively) not used in a later > > stage. > > + /* If there is no fragment shader we need to set transform > > feedback. > > + * > > + * For SSO we need also need to assign output locations, we > > assign them > > + * here because we need to do it for both single stage programs > > and multi > > + * stage programs. > > */ > > - int next; > > - > > - if (first < MESA_SHADER_FRAGMENT) { > > - gl_shader *const sh = prog->_LinkedShaders[last]; > > - > > - if (first != MESA_SHADER_VERTEX) { > > - /* There was no vertex shader, but we still have to > > assign varying > > - * locations for use by tessellation/geometry shader > > inputs in SSO. > > - * > > - * If the shader is not separable (i.e., prog- > > >SeparateShader is > > - * false), linking will have already failed when first is > > not > > - * MESA_SHADER_VERTEX. > > - */ > > - if (!assign_varying_locations(ctx, mem_ctx, prog, > > - NULL, prog- > > >_LinkedShaders[first], > > - num_tfeedback_decls, > > tfeedback_decls)) > > - goto done; > > - } > > - > > - if (last != MESA_SHADER_FRAGMENT && > > - (num_tfeedback_decls != 0 || prog->SeparateShader)) { > > - /* There was no fragment shader, but we still have to > > assign varying > > - * locations for use by transform feedback. > > - */ > > - if (!assign_varying_locations(ctx, mem_ctx, prog, > > - sh, NULL, > > - num_tfeedback_decls, > > tfeedback_decls)) > > - goto done; > > - } > > - > > - do_dead_builtin_varyings(ctx, sh, NULL, > > - num_tfeedback_decls, > > tfeedback_decls); > > + if (last < MESA_SHADER_FRAGMENT && > > + (num_tfeedback_decls != 0 || prog->SeparateShader)) { > > + if (!assign_varying_locations(ctx, mem_ctx, prog, > > + prog->_LinkedShaders[last], > > NULL, > > + num_tfeedback_decls, > > tfeedback_decls)) > > + goto done; > > + } > > > > - remove_unused_shader_inputs_and_outputs(prog- > > >SeparateShader, sh, > > + if (last <= MESA_SHADER_FRAGMENT) { > > I don't understand the point of last <= MESA_SHADER_FRAGMENT here. > The only other option is MESA_SHADER_COMPUTE, which has no inputs or > outputs, so calling this should be harmless.
Since the existing code was so hard to follow I wrote this by seeing how little code I could get away with and testing until all regressions went away. Anyway it wasn't harmless when compute reached this code, although I don't recall exactly what the problem was as it was a couple of weeks ago. > > > + /* Remove unused varyings from the first/last stage unless > > SSO */ > > + remove_unused_shader_inputs_and_outputs(prog- > > >SeparateShader, > > + prog- > > >_LinkedShaders[first], > > + ir_var_shader_in); > > + remove_unused_shader_inputs_and_outputs(prog- > > >SeparateShader, > > + prog- > > >_LinkedShaders[last], > > ir_var_shader_out); > > I see, assign_varying_locations calls this for internal stages, when > there's a producer and consumer - this just calls it for the boundary > shaders in the !SSO case. Makes sense. Right. > > This is much cleaner - nice work! > > Reviewed-by: Kenneth Graunke <kenn...@whitecape.org> Thanks. _______________________________________________ mesa-dev mailing list mesa-dev@lists.freedesktop.org https://lists.freedesktop.org/mailman/listinfo/mesa-dev