linker: Move global instructions from the linked shader first
For the shader containing 'main', use the linked shader (i.e., the
clone of the original shader that contained main) as the source for
global instructions to move into main.
diff --git a/src/glsl/linker.cpp b/src/glsl/linker.cpp
index c71c07d..d46744e 100644
--- a/src/glsl/linker.cpp
+++ b/src/glsl/linker.cpp
@@ -687,12 +687,16 @@
/* Move any instructions other than variable declarations or function
* declarations into main.
*/
- exec_node *insertion_point = (exec_node *) &main_sig->body;
+ exec_node *insertion_point =
+ move_non_declarations(linked->ir, (exec_node *) &main_sig->body, false,
+ linked);
+
for (unsigned i = 0; i < num_shaders; i++) {
+ if (shader_list[i] == main)
+ continue;
+
insertion_point = move_non_declarations(shader_list[i]->ir,
- insertion_point,
- (shader_list[i] != main),
- linked);
+ insertion_point, true, linked);
}
/* Resolve initializers for global variables in the linked shader.