glsl: Cross validate variable's invariance by explicit invariance only

'invariant' qualifier is propagated on variables which are used
to calculate other invariant variables, however when we are matching
variable's declarations we should take into account only explicitly
declared invariance because invariance propagation is an implementation
specific detail.

Thus new flag is added to ir_variable_data which indicates 'invariant'
qualifier being explicitly set in the shader.

Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=100316
Fixes: 89b60492 ('glsl: Add a pass to propagate the "invariant" and
  "precise" qualifiers')

Signed-off-by: Danylo Piliaiev <danylo.piliaiev@globallogic.com>
Reviewed-by: Jordan Justen <jordan.l.justen@intel.com>
This commit is contained in:
Danylo Piliaiev
2018-09-04 11:42:04 +03:00
committed by Jordan Justen
parent 1d996ef714
commit ea9bde151f
7 changed files with 30 additions and 9 deletions

View File

@@ -657,6 +657,19 @@ public:
unsigned centroid:1;
unsigned sample:1;
unsigned patch:1;
/**
* Was an 'invariant' qualifier explicitly set in the shader?
*
* This is used to cross validate qualifiers.
*/
unsigned explicit_invariant:1;
/**
* Is the variable invariant?
*
* It can happen either by having the 'invariant' qualifier
* explicitly set in the shader or by being used in calculations
* of other invariant variables.
*/
unsigned invariant:1;
unsigned precise:1;