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<body><span class="vcard"><a class="email" href="mailto:idr@freedesktop.org" title="Ian Romanick <idr@freedesktop.org>"> <span class="fn">Ian Romanick</span></a>
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<a class="bz_bug_link
bz_status_NEEDINFO "
title="NEEDINFO --- - [SNB+]Ogles3conform ES3-CTS.shaders.struct.uniform.sampler_array_vertex crash"
href="https://bugs.freedesktop.org/show_bug.cgi?id=83215">bug 83215</a>
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<b><a class="bz_bug_link
bz_status_NEEDINFO "
title="NEEDINFO --- - [SNB+]Ogles3conform ES3-CTS.shaders.struct.uniform.sampler_array_vertex crash"
href="https://bugs.freedesktop.org/show_bug.cgi?id=83215#c1">Comment # 1</a>
on <a class="bz_bug_link
bz_status_NEEDINFO "
title="NEEDINFO --- - [SNB+]Ogles3conform ES3-CTS.shaders.struct.uniform.sampler_array_vertex crash"
href="https://bugs.freedesktop.org/show_bug.cgi?id=83215">bug 83215</a>
from <span class="vcard"><a class="email" href="mailto:idr@freedesktop.org" title="Ian Romanick <idr@freedesktop.org>"> <span class="fn">Ian Romanick</span></a>
</span></b>
<pre>I didn't know this test ever passed. Was there ever a bisect?
There was a patch for this on the gles3conform-v5 branch. Should we just land
it?
commit 4be2eb8bf6402bbe8aa640628464f00f992f53ff
Author: Anuj Phogat <<a href="mailto:anuj.phogat@gmail.com">anuj.phogat@gmail.com</a>>
Date: Fri Aug 8 20:50:45 2014 -0700
i965: Make type_size()'s handling of samplers on vec4 and FS backends match
Made following CTS tests to pass:
ES3-CTS.shaders.struct.uniform.sampler_nested_vertex (crash)
ES3-CTS.shaders.struct.uniform.sampler_array_vertex (crash)
This is what Ken said about it:
I noticed type_size() handles samplers differently between the vec4 and
FS backends:
brw_vec4_visitor.cpp:
---------------------
case GLSL_TYPE_SAMPLER:
/* Samplers take up one slot in UNIFORMS[], but they're baked in
* at link time.
*/
return 1;
brw_fs.cpp:
-----------
case GLSL_TYPE_SAMPLER:
/* Samplers take up no register space, since they're baked in at
* link time.
*/
return 0;
Changing the vec4 backend to "return 0" makes that test pass. It sure
doesn't make sense to waste space for samplers.
But, I've seen similar trouble in the FS backend: it doesn't count them
in uniforms, but still tries to access arrays as if they took up space.
The only reason it works out is because we reserve space for another 2 *
MaxSamplerImageUnits uniforms for texture rectangle rescaling (in the FS
backend only - texrect scaling is just broken in the vec4 backend, and
always has been.)
I think changing it to 0 is the right thing to do, but then we start
calling virtual_grf_alloc(0) in some places, and that seems bad too.
I'm not sure how the dynamic sampler stuff from ARB_gpu_shader5 affects
this, if at all.
Signed-off-by: Anuj Phogat <<a href="mailto:anuj.phogat@gmail.com">anuj.phogat@gmail.com</a>></pre>
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