glsl/linker: check against varying limit after unused varyings are eliminated

We counted even the varyings which were later eliminated, which was
suboptimal.

Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
This commit is contained in:
Marek Olšák
2013-06-13 03:17:22 +02:00
parent 284d954912
commit 3c555827c3
3 changed files with 33 additions and 11 deletions

View File

@@ -1113,16 +1113,12 @@ assign_varying_locations(struct gl_context *ctx,
}
}
unsigned varying_vectors = 0;
if (consumer) {
foreach_list(node, consumer->ir) {
ir_variable *const var = ((ir_instruction *) node)->as_variable();
if ((var == NULL) || (var->mode != ir_var_shader_in))
continue;
if (var->is_unmatched_generic_inout) {
if (var && var->mode == ir_var_shader_in &&
var->is_unmatched_generic_inout) {
if (prog->Version <= 120) {
/* On page 25 (page 31 of the PDF) of the GLSL 1.20 spec:
*
@@ -1148,14 +1144,31 @@ assign_varying_locations(struct gl_context *ctx,
* value is written by the previous stage.
*/
var->mode = ir_var_auto;
} else if (is_varying_var(consumer->Type, var)) {
/* The packing rules are used for vertex shader inputs are also
}
}
}
return true;
}
bool
check_against_varying_limit(struct gl_context *ctx,
struct gl_shader_program *prog,
gl_shader *consumer)
{
unsigned varying_vectors = 0;
foreach_list(node, consumer->ir) {
ir_variable *const var = ((ir_instruction *) node)->as_variable();
if (var && var->mode == ir_var_shader_in &&
is_varying_var(consumer->Type, var)) {
/* The packing rules used for vertex shader inputs are also
* used for fragment shader inputs.
*/
varying_vectors += count_attribute_slots(var->type);
}
}
}
if (ctx->API == API_OPENGLES2 || prog->IsES) {
if (varying_vectors > ctx->Const.MaxVarying) {

View File

@@ -232,4 +232,9 @@ assign_varying_locations(struct gl_context *ctx,
unsigned num_tfeedback_decls,
tfeedback_decl *tfeedback_decls);
bool
check_against_varying_limit(struct gl_context *ctx,
struct gl_shader_program *prog,
gl_shader *consumer);
#endif /* GLSL_LINK_VARYINGS_H */

View File

@@ -1929,6 +1929,10 @@ link_shaders(struct gl_context *ctx, struct gl_shader_program *prog)
while (do_dead_code(sh_next->ir, false))
;
/* This must be done after all dead varyings are eliminated. */
if (!check_against_varying_limit(ctx, prog, sh_next))
goto done;
next = i;
}