glsl/linker: Link all out vars from a shader objects on a single stage

During intra stage linking some out variables can be dropped because
it is not used in a shader with the main function. But these out vars
can be referenced on later stages which can lead to further linking
errors.

Signed-off-by: Vadym Shovkoplias <vadym.shovkoplias@globallogic.com>
Reviewed-by: Timothy Arceri <tarceri@itsqueeze.com>
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=105731
This commit is contained in:
vadym.shovkoplias
2018-08-28 10:32:18 +03:00
committed by Timothy Arceri
parent 5a1c23d150
commit 966a797e43

View File

@@ -2187,6 +2187,40 @@ link_cs_input_layout_qualifiers(struct gl_shader_program *prog,
}
}
/**
* Link all out variables on a single stage which are not
* directly used in a shader with the main function.
*/
static void
link_output_variables(struct gl_linked_shader *linked_shader,
struct gl_shader **shader_list,
unsigned num_shaders)
{
struct glsl_symbol_table *symbols = linked_shader->symbols;
for (unsigned i = 0; i < num_shaders; i++) {
/* Skip shader object with main function */
if (shader_list[i]->symbols->get_function("main"))
continue;
foreach_in_list(ir_instruction, ir, shader_list[i]->ir) {
if (ir->ir_type != ir_type_variable)
continue;
ir_variable *const var = (ir_variable *) ir;
if (var->data.mode == ir_var_shader_out &&
!symbols->get_variable(var->name)) {
symbols->add_variable(var);
linked_shader->ir->push_head(var);
}
}
}
return;
}
/**
* Combine a group of shaders for a single stage to generate a linked shader
@@ -2352,6 +2386,9 @@ link_intrastage_shaders(void *mem_ctx,
return NULL;
}
if (linked->Stage != MESA_SHADER_FRAGMENT)
link_output_variables(linked, shader_list, num_shaders);
/* Make a pass over all variable declarations to ensure that arrays with
* unspecified sizes have a size specified. The size is inferred from the
* max_array_access field.