From c148ef6ddb3dbf256c26d82ed2f45f1fde55a231 Mon Sep 17 00:00:00 2001 From: Paul Berry Date: Wed, 3 Aug 2011 15:37:01 -0700 Subject: glsl: validate IR after linking (debug builds only) At least one of the invariants verified by IR validation concerns the relative ordering of toplevel constructs in the IR: references to global variables must come after the declarations of those global variables. Since linking affects the ordering of toplevel constructs in the IR, it's possible that a bug in the linker will cause invalid IR to be generated, even if all the pre-linked shaders are valid. (In fact, such a bug was fixed by the previous commit.) Bugs like this are easily masked by further optimization passes, particularly inlining. So to make them easier to track down, this patch addes an IR validation step right after linking, and before final optimization occurs. The validation only occurs on debug builds. Reviewed-by: Kenneth Graunke --- src/glsl/linker.cpp | 8 ++++++++ 1 file changed, 8 insertions(+) diff --git a/src/glsl/linker.cpp b/src/glsl/linker.cpp index 19eb9b5ff6..b54ef41080 100644 --- a/src/glsl/linker.cpp +++ b/src/glsl/linker.cpp @@ -922,6 +922,14 @@ link_intrastage_shaders(void *mem_ctx, free(linking_shaders); +#ifdef DEBUG + /* At this point linked should contain all of the linked IR, so + * validate it to make sure nothing went wrong. + */ + if (linked) + validate_ir_tree(linked->ir); +#endif + /* Make a pass over all variable declarations to ensure that arrays with * unspecified sizes have a size specified. The size is inferred from the * max_array_access field. -- cgit v1.2.3