[Mesa-dev] [PATCH] mesa: Fix glGetActiveAttribute for gl_VertexID when lowered.
Ian Romanick
idr at freedesktop.org
Sat Aug 9 11:17:22 PDT 2014
On 08/09/2014 10:54 AM, Kenneth Graunke wrote:
> The lower_vertex_id pass converts uses of the gl_VertexID system value
> to the gl_BaseVertex and gl_VertexIDMESA system values. Since
> gl_VertexID is no longer accessed, it would not be considered active.
>
> Of course, it should be, since the shader uses gl_VertexID.
>
> v2: Move the var->name dereference past the var != NULL check.
Right... which I didn't notice before because the var != NULL check is
hidden in is_active_attrib. D'oh.
Reviewed-by: Ian Romanick <ian.d.romanick at intel.com>
> Signed-off-by: Kenneth Graunke <kenneth at whitecape.org>
> ---
> src/mesa/main/shader_query.cpp | 14 +++++++++++++-
> 1 file changed, 13 insertions(+), 1 deletion(-)
>
> [15:31] <anujp> idr: gles3conform-v5-wip is not doing well. getactiveattribute_index_more_than_num_attribs test segfaults in src/mesa/main/shader_query.cpp:132. You can reproduce it on IVB too.
> [15:43] <idr> aw crap.
> [15:43] <idr> anujp: I guess Kayden's series needs a bit more work. :(
>
> This fixes that test. I haven't run other tests on v2 of this, but
> I don't really think I need to. I literally just moved the var_name
> declaration down a bit.
>
> diff --git a/src/mesa/main/shader_query.cpp b/src/mesa/main/shader_query.cpp
> index 4871d09..766ad29 100644
> --- a/src/mesa/main/shader_query.cpp
> +++ b/src/mesa/main/shader_query.cpp
> @@ -93,6 +93,7 @@ is_active_attrib(const ir_variable *var)
> * and gl_InstanceID."
> */
> return var->data.location == SYSTEM_VALUE_VERTEX_ID ||
> + var->data.location == SYSTEM_VALUE_VERTEX_ID_ZERO_BASE ||
> var->data.location == SYSTEM_VALUE_INSTANCE_ID;
>
> default:
> @@ -133,7 +134,18 @@ _mesa_GetActiveAttrib(GLhandleARB program, GLuint desired_index,
> continue;
>
> if (current_index == desired_index) {
> - _mesa_copy_string(name, maxLength, length, var->name);
> + const char *var_name = var->name;
> +
> + /* Since gl_VertexID may be lowered to gl_VertexIDMESA, we need to
> + * consider gl_VertexIDMESA as gl_VertexID for purposes of checking
> + * active attributes.
> + */
> + if (var->data.mode == ir_var_system_value &&
> + var->data.location == SYSTEM_VALUE_VERTEX_ID_ZERO_BASE) {
> + var_name = "gl_VertexID";
> + }
> +
> + _mesa_copy_string(name, maxLength, length, var_name);
>
> if (size)
> *size = (var->type->is_array()) ? var->type->length : 1;
>
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