glsl: always compute proper varying type, irrespective of varying packing

Normally there's a producer and consumer, and the producer var gets
picked. In both the vertex->gs and tes->gs cases, that's the un-arrayed
version.

In the SSO case, however, there is no producer. So we picked the arrayed
GS variable, and as a result, used more slots than we should. More
critically, these slots would also no longer line up with the producer's
calculation. To fix this, we need to fix up the type of the variable
based on stage no matter what.

Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=93650
Signed-off-by: Ilia Mirkin <imirkin@alum.mit.edu>
Reviewed-by: Timothy Arceri <timothy.arceri@collabora.com>
Cc: "11.0 11.1" <mesa-stable@lists.freedesktop.org>
This commit is contained in:
Ilia Mirkin 2016-01-21 07:17:06 -05:00
parent 54702c2fa1
commit dac2964f3e

View File

@ -1001,23 +1001,20 @@ varying_matches::record(ir_variable *producer_var, ir_variable *consumer_var)
const ir_variable *const var = (producer_var != NULL)
? producer_var : consumer_var;
const gl_shader_stage stage = (producer_var != NULL)
? producer_stage : consumer_stage;
const glsl_type *type = get_varying_type(var, stage);
this->matches[this->num_matches].packing_class
= this->compute_packing_class(var);
this->matches[this->num_matches].packing_order
= this->compute_packing_order(var);
if (this->disable_varying_packing) {
unsigned slots;
gl_shader_stage stage =
(producer_var != NULL) ? producer_stage : consumer_stage;
const glsl_type *type = get_varying_type(var, stage);
slots = type->count_attribute_slots(false);
unsigned slots = type->count_attribute_slots(false);
this->matches[this->num_matches].num_components = slots * 4;
} else {
this->matches[this->num_matches].num_components
= var->type->component_slots();
= type->component_slots();
}
this->matches[this->num_matches].producer_var = producer_var;
this->matches[this->num_matches].consumer_var = consumer_var;