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glsl: Move all var decls to the front of the IR list in reverse order
This has the (intended!) side effect that vertex shader inputs and fragment shader outputs will appear in the IR in the same order that they appeared in the shader code. This results in the locations being assigned in the declared order. Many (arguably buggy) applications depend on this behavior, and it matches what nearly all other drivers do. Fixes the (new) piglit test attrib-assignments. NOTE: This is a candidate for stable release branches (and requires the previous commit to prevent a regression in OpenGL ES 2.0 conformance test stencil_plane_operation). Signed-off-by: Ian Romanick <ian.d.romanick@intel.com> Reviewed-by: Chad Versace <chad.versace@linux.intel.com>
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1 changed files with 18 additions and 0 deletions
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@ -94,6 +94,24 @@ _mesa_ast_to_hir(exec_list *instructions, struct _mesa_glsl_parse_state *state)
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detect_conflicting_assignments(state, instructions);
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state->toplevel_ir = NULL;
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/* Move all of the variable declarations to the front of the IR list, and
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* reverse the order. This has the (intended!) side effect that vertex
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* shader inputs and fragment shader outputs will appear in the IR in the
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* same order that they appeared in the shader code. This results in the
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* locations being assigned in the declared order. Many (arguably buggy)
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* applications depend on this behavior, and it matches what nearly all
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* other drivers do.
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*/
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foreach_list_safe(node, instructions) {
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ir_variable *const var = ((ir_instruction *) node)->as_variable();
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if (var == NULL)
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continue;
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var->remove();
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instructions->push_head(var);
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}
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}
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