Use the CollectVariables path on the HLSL translator.
This approach consolidates our two methods, and lets us reuse the
same code for both methods of variable collection.
BUG=angle:466
Change-Id: Ie92f76ff0b6d0d0dbfd211a234d0ab86290fa798
Reviewed-on: https://chromium-review.googlesource.com/213504
Tested-by: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Nicolas Capens <capn@chromium.org>
diff --git a/src/libGLESv2/renderer/d3d/DynamicHLSL.cpp b/src/libGLESv2/renderer/d3d/DynamicHLSL.cpp
index 404525c..6aa0d13 100644
--- a/src/libGLESv2/renderer/d3d/DynamicHLSL.cpp
+++ b/src/libGLESv2/renderer/d3d/DynamicHLSL.cpp
@@ -223,6 +223,13 @@
for (unsigned int varyingIndex = 0; varyingIndex < fragmentVaryings.size(); varyingIndex++)
{
PackedVarying *varying = &fragmentVaryings[varyingIndex];
+
+ // Do not assign registers to built-in or unreferenced varyings
+ if (varying->isBuiltIn() || !varying->staticUse)
+ {
+ continue;
+ }
+
if (packVarying(varying, maxVaryingVectors, packing))
{
packedVaryings.insert(varying->name);
@@ -278,17 +285,19 @@
return registers;
}
-std::string DynamicHLSL::generateVaryingHLSL(rx::ShaderD3D *shader) const
+std::string DynamicHLSL::generateVaryingHLSL(const ShaderD3D *shader) const
{
std::string varyingSemantic = getVaryingSemantic(shader->mUsesPointSize);
std::string varyingHLSL;
- std::vector<gl::PackedVarying> &varyings = shader->getVaryings();
+ const std::vector<gl::PackedVarying> &varyings = shader->getVaryings();
+
for (unsigned int varyingIndex = 0; varyingIndex < varyings.size(); varyingIndex++)
{
const PackedVarying &varying = varyings[varyingIndex];
if (varying.registerAssigned())
{
+ ASSERT(!varying.isBuiltIn());
GLenum transposedType = TransposeMatrixType(varying.type);
int variableRows = (varying.isStruct() ? 1 : VariableRowCount(transposedType));
@@ -616,8 +625,10 @@
for (unsigned int varyingIndex = 0; varyingIndex < varyings.size(); varyingIndex++)
{
const PackedVarying &varying = varyings[varyingIndex];
+
if (varying.registerAssigned())
{
+ ASSERT(!varying.isBuiltIn());
GLenum transposedType = TransposeMatrixType(varying.type);
int variableRows = (varying.isStruct() ? 1 : VariableRowCount(transposedType));
@@ -825,6 +836,8 @@
const std::string &variableName = "out_" + outputLocation.name;
const std::string &elementString = (outputLocation.element == GL_INVALID_INDEX ? "" : Str(outputLocation.element));
+ ASSERT(outputVariable.staticUse);
+
PixelShaderOuputVariable outputKeyVariable;
outputKeyVariable.type = outputVariable.type;
outputKeyVariable.name = variableName + elementString;
@@ -907,6 +920,7 @@
const PackedVarying &varying = fragmentVaryings[varyingIndex];
if (varying.registerAssigned())
{
+ ASSERT(!varying.isBuiltIn());
for (unsigned int elementIndex = 0; elementIndex < varying.elementCount(); elementIndex++)
{
GLenum transposedType = TransposeMatrixType(varying.type);
@@ -944,7 +958,10 @@
}
}
}
- else UNREACHABLE();
+ else
+ {
+ ASSERT(varying.isBuiltIn() || !varying.staticUse);
+ }
}
pixelHLSL += "\n"
@@ -965,6 +982,8 @@
const sh::Attribute &outputVariable = shaderOutputVars[outputVariableIndex];
const int baseLocation = outputVariable.location == -1 ? 0 : outputVariable.location;
+ ASSERT(outputVariable.staticUse);
+
if (outputVariable.arraySize > 0)
{
for (unsigned int elementIndex = 0; elementIndex < outputVariable.arraySize; elementIndex++)