[Bug 83215] [SNB+]Ogles3conform ES3-CTS.shaders.struct.uniform.sampler_array_vertex crash
bugzilla-daemon at freedesktop.org
bugzilla-daemon at freedesktop.org
Tue Sep 9 17:05:42 PDT 2014
https://bugs.freedesktop.org/show_bug.cgi?id=83215
Ian Romanick <idr at freedesktop.org> changed:
What |Removed |Added
----------------------------------------------------------------------------
Status|NEW |NEEDINFO
--- Comment #1 from Ian Romanick <idr at freedesktop.org> ---
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 <anuj.phogat at gmail.com>
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 <anuj.phogat at gmail.com>
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