From 8fb1e4a4628caee9e80dcbc47f8f9c772db09419 Mon Sep 17 00:00:00 2001 From: Brian Paul Date: Tue, 26 Jun 2012 13:06:47 -0600 Subject: [PATCH] glsl: be more careful about counting varying vars in the linker Previously, we were counting gl_FrontFacing, gl_FragCoord and gl_PointCoord against the limit of varying variables. This prevented some valid shaders from linking. The other potential solution to this is to have the driver advertise more varying vars or set the GLSLSkipStrictMaxVaryingLimitCheck flag. But the above-mentioned variables aren't conventional varying attributes so it doesn't seem right to count them. Reviewed-by: Eric Anholt --- src/glsl/linker.cpp | 28 +++++++++++++++++++++++++++- 1 file changed, 27 insertions(+), 1 deletion(-) diff --git a/src/glsl/linker.cpp b/src/glsl/linker.cpp index bdab499..3109447 100644 --- a/src/glsl/linker.cpp +++ b/src/glsl/linker.cpp @@ -1859,6 +1859,32 @@ assign_varying_location(ir_variable *input_var, ir_variable *output_var, /** + * Is the given variable a varying variable to be counted against the + * limit in ctx->Const.MaxVarying? + * This includes variables such as texcoords, colors and generic + * varyings, but excludes variables such as gl_FrontFacing and gl_FragCoord. + */ +static bool +is_varying_var(GLenum shaderType, const ir_variable *var) +{ + /* Only fragment shaders will take a varying variable as an input */ + if (shaderType == GL_FRAGMENT_SHADER && + var->mode == ir_var_in && + var->explicit_location) { + switch (var->location) { + case FRAG_ATTRIB_WPOS: + case FRAG_ATTRIB_FACE: + case FRAG_ATTRIB_PNTC: + return false; + default: + return true; + } + } + return false; +} + + +/** * Assign locations for all variables that are produced in one pipeline stage * (the "producer") and consumed in the next stage (the "consumer"). * @@ -1966,7 +1992,7 @@ assign_varying_locations(struct gl_context *ctx, * value is written by the previous stage. */ var->mode = ir_var_auto; - } else { + } else if (is_varying_var(consumer->Type, var)) { /* The packing rules are used for vertex shader inputs are also * used for fragment shader inputs. */ -- 2.7.4