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authorIan Romanick <ian.d.romanick@intel.com>2010-06-23 11:23:01 -0700
committerIan Romanick <ian.d.romanick@intel.com>2010-06-23 11:24:26 -0700
commit0e59b2698a7609183221e1266c1209611040609a (patch)
tree4d2aceefe87d9ce112029c5177306c4d6b88cbfb
parent9342d269a4818bf18296b07baa98f577efd1735c (diff)
linker: Initial implementation of varying slot allocation
-rw-r--r--linker.cpp79
1 files changed, 76 insertions, 3 deletions
diff --git a/linker.cpp b/linker.cpp
index 76c3e9d..500a329 100644
--- a/linker.cpp
+++ b/linker.cpp
@@ -662,6 +662,79 @@ assign_attribute_locations(glsl_shader *sh,
void
+assign_varying_locations(glsl_shader *producer, glsl_shader *consumer)
+{
+ /* FINISHME: Set dynamically when geometry shader support is added. */
+ unsigned output_index = VERT_RESULT_VAR0;
+ unsigned input_index = FRAG_ATTRIB_VAR0;
+
+ /* Operate in a total of three passes.
+ *
+ * 1. Assign locations for any matching inputs and outputs.
+ *
+ * 2. Mark output variables in the producer that do not have locations as
+ * not being outputs. This lets the optimizer eliminate them.
+ *
+ * 3. Mark input variables in the consumer that do not have locations as
+ * not being inputs. This lets the optimizer eliminate them.
+ */
+
+ invalidate_variable_locations(producer, ir_var_out, VERT_RESULT_VAR0);
+ invalidate_variable_locations(consumer, ir_var_in, FRAG_ATTRIB_VAR0);
+
+ foreach_list(node, &producer->ir) {
+ ir_variable *const output_var = ((ir_instruction *) node)->as_variable();
+
+ if ((output_var == NULL) || (output_var->mode != ir_var_out)
+ || (output_var->location != -1))
+ continue;
+
+ ir_variable *const input_var =
+ consumer->symbols->get_variable(output_var->name);
+
+ if ((input_var == NULL) || (input_var->mode != ir_var_in))
+ continue;
+
+ assert(input_var->location == -1);
+
+ /* FINISHME: Location assignment will need some changes when arrays,
+ * FINISHME: matrices, and structures are allowed as shader inputs /
+ * FINISHME: outputs.
+ */
+ output_var->location = output_index;
+ input_var->location = input_index;
+
+ output_index++;
+ input_index++;
+ }
+
+ foreach_list(node, &producer->ir) {
+ ir_variable *const var = ((ir_instruction *) node)->as_variable();
+
+ if ((var == NULL) || (var->mode != ir_var_out))
+ continue;
+
+ /* An 'out' variable is only really a shader output if its value is read
+ * by the following stage.
+ */
+ var->shader_out = (var->location != -1);
+ }
+
+ foreach_list(node, &consumer->ir) {
+ ir_variable *const var = ((ir_instruction *) node)->as_variable();
+
+ if ((var == NULL) || (var->mode != ir_var_in))
+ continue;
+
+ /* An 'in' variable is only really a shader input if its value is written
+ * by the previous stage.
+ */
+ var->shader_in = (var->location != -1);
+ }
+}
+
+
+void
link_shaders(struct glsl_program *prog)
{
prog->LinkStatus = false;
@@ -750,9 +823,9 @@ link_shaders(struct glsl_program *prog)
16))
goto done;
- /* FINISHME: Assign vertex shader output / fragment shader input
- * FINISHME: locations.
- */
+ for (unsigned i = 1; i < prog->_NumLinkedShaders; i++)
+ assign_varying_locations(prog->_LinkedShaders[i - 1],
+ prog->_LinkedShaders[i]);
/* FINISHME: Assign fragment shader output locations. */