glsl: fix slot_end calculations and simplify reserved_slots check

The previous code was confused about whether slot_end was inclusive or
exclusive. Make it so that it is inclusive consistently, and use it for
setting the new location. This also avoids discrepancies in how
num_components is calculated vs the more manual approach taken for the
former reserved_slots check.

Signed-off-by: Ilia Mirkin <imirkin@alum.mit.edu>
Reviewed-by: Timothy Arceri <timothy.arceri@collabora.com>
This commit is contained in:
Ilia Mirkin
2016-11-04 21:01:18 -04:00
parent 828faaef40
commit 885c788017

View File

@@ -1546,14 +1546,16 @@ varying_matches::assign_locations(struct gl_shader_program *prog,
previous_var_xfb_only = var->data.is_xfb_only;
unsigned num_elements = type->count_attribute_slots(is_vertex_input);
unsigned slot_end;
if (this->disable_varying_packing &&
!is_varying_packing_safe(type, var))
slot_end = 4;
else
slot_end = type->without_array()->vector_elements;
slot_end += *location - 1;
/* The number of components taken up by this variable. For vertex shader
* inputs, we use the number of slots * 4, as they have different
* counting rules.
*/
unsigned num_components = is_vertex_input ?
type->count_attribute_slots(is_vertex_input) * 4 :
this->matches[i].num_components;
/* The last slot for this variable, inclusive. */
unsigned slot_end = *location + num_components - 1;
/* FIXME: We could be smarter in the below code and loop back over
* trying to fill any locations that we skipped because we couldn't pack
@@ -1561,29 +1563,21 @@ varying_matches::assign_locations(struct gl_shader_program *prog,
* hit the linking error if we run out of room and suggest they use
* explicit locations.
*/
for (unsigned j = 0; j < num_elements; j++) {
while ((slot_end < MAX_VARYING * 4u) &&
((reserved_slots & (UINT64_C(1) << *location / 4u) ||
(reserved_slots & (UINT64_C(1) << slot_end / 4u))))) {
while (slot_end < MAX_VARYING * 4u) {
const unsigned slots = (slot_end / 4u) - (*location / 4u) + 1;
const uint64_t slot_mask = ((1ull << slots) - 1) << (*location / 4u);
assert(slots > 0);
if (reserved_slots & slot_mask) {
*location = ALIGN(*location + 1, 4);
slot_end = *location;
/* reset the counter and try again */
j = 0;
slot_end = *location + num_components - 1;
continue;
}
/* Increase the slot to make sure there is enough room for next
* array element.
*/
if (this->disable_varying_packing &&
!is_varying_packing_safe(type, var))
slot_end += 4;
else
slot_end += type->without_array()->vector_elements;
break;
}
if (!var->data.patch && *location >= MAX_VARYING * 4u) {
if (!var->data.patch && slot_end >= MAX_VARYING * 4u) {
linker_error(prog, "insufficient contiguous locations available for "
"%s it is possible an array or struct could not be "
"packed between varyings with explicit locations. Try "
@@ -1593,7 +1587,7 @@ varying_matches::assign_locations(struct gl_shader_program *prog,
this->matches[i].generic_location = *location;
*location += this->matches[i].num_components;
*location = slot_end + 1;
}
return (generic_location + 3) / 4;