From e8af0576a5cf3cb0bf49d02449042489291c5b2c Mon Sep 17 00:00:00 2001 From: Ian Romanick Date: Fri, 7 Jun 2013 17:05:22 -0700 Subject: [PATCH] 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 Reviewed-by: Chad Versace (cherry picked from commit c170c901d0f5384e5ab8b79b827663fa28439b0b) --- src/glsl/ast_to_hir.cpp | 18 ++++++++++++++++++ 1 file changed, 18 insertions(+) diff --git a/src/glsl/ast_to_hir.cpp b/src/glsl/ast_to_hir.cpp index c5197d54085..b40ce41d33c 100644 --- a/src/glsl/ast_to_hir.cpp +++ b/src/glsl/ast_to_hir.cpp @@ -94,6 +94,24 @@ _mesa_ast_to_hir(exec_list *instructions, struct _mesa_glsl_parse_state *state) detect_conflicting_assignments(state, instructions); state->toplevel_ir = NULL; + + /* Move all of the variable declarations to the front of the IR list, and + * reverse the 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. + */ + foreach_list_safe(node, instructions) { + ir_variable *const var = ((ir_instruction *) node)->as_variable(); + + if (var == NULL) + continue; + + var->remove(); + instructions->push_head(var); + } }