[Mesa-dev] [PATCH 3/3] meta: Avoid shader recompilation for msaa color resolve blit
Anuj Phogat
anuj.phogat at gmail.com
Mon Sep 8 16:52:50 PDT 2014
On Sat, Sep 6, 2014 at 4:49 PM, Dave Airlie <airlied at gmail.com> wrote:
> coverity reported a use before NULL check for src_rb in the below code,
>
> maybe it was there already, but it noticed it now you changed it,
>
> we check src_rb->NumSamples then later src_rb is checked. Could you take a look.
>
Yes, the issue existed earlier as well. I'll take a look.
> Dave.
>
>> const char *texcoord_type = "vec2";
>> const int samples = MAX2(src_rb->NumSamples, 1);
>> + int shader_offset = 0;
>> +
>> + /* We expect only power of 2 samples in source multisample buffer. */
>> + assert((samples & (samples - 1)) == 0);
>> + while (samples >> (shader_offset + 1)) {
>> + shader_offset++;
>> + }
>> + /* Update the assert if we plan to support more than 16X MSAA. */
>> + assert(shader_offset >= 0 && shader_offset <= 4);
>>
>> if (src_rb) {
>> src_datatype = _mesa_get_format_datatype(src_rb->Format);
>> @@ -109,13 +118,15 @@ setup_glsl_msaa_blit_shader(struct gl_context *ctx,
>> } else {
>> if (dst_is_msaa)
>> shader_index = BLIT_MSAA_SHADER_2D_MULTISAMPLE_COPY;
>> - else
>> - shader_index = BLIT_MSAA_SHADER_2D_MULTISAMPLE_RESOLVE;
>> + else {
>> + shader_index = BLIT_1X_MSAA_SHADER_2D_MULTISAMPLE_RESOLVE +
>> + shader_offset;
>> + }
>> }
>>
>> if (target == GL_TEXTURE_2D_MULTISAMPLE_ARRAY) {
>> - shader_index += (BLIT_MSAA_SHADER_2D_MULTISAMPLE_ARRAY_RESOLVE -
>> - BLIT_MSAA_SHADER_2D_MULTISAMPLE_RESOLVE);
>> + shader_index += (BLIT_1X_MSAA_SHADER_2D_MULTISAMPLE_ARRAY_RESOLVE -
>> + BLIT_1X_MSAA_SHADER_2D_MULTISAMPLE_RESOLVE);
>> sampler_array_suffix = "Array";
>> texcoord_type = "vec3";
>> }
>> @@ -123,19 +134,19 @@ setup_glsl_msaa_blit_shader(struct gl_context *ctx,
>> default:
>> _mesa_problem(ctx, "Unkown texture target %s\n",
>> _mesa_lookup_enum_by_nr(target));
>> - shader_index = BLIT_MSAA_SHADER_2D_MULTISAMPLE_RESOLVE;
>> + shader_index = BLIT_2X_MSAA_SHADER_2D_MULTISAMPLE_RESOLVE;
>> }
>>
>> /* We rely on the enum being sorted this way. */
>> - STATIC_ASSERT(BLIT_MSAA_SHADER_2D_MULTISAMPLE_RESOLVE_INT ==
>> - BLIT_MSAA_SHADER_2D_MULTISAMPLE_RESOLVE + 1);
>> - STATIC_ASSERT(BLIT_MSAA_SHADER_2D_MULTISAMPLE_RESOLVE_UINT ==
>> - BLIT_MSAA_SHADER_2D_MULTISAMPLE_RESOLVE + 2);
>> + STATIC_ASSERT(BLIT_1X_MSAA_SHADER_2D_MULTISAMPLE_RESOLVE_INT ==
>> + BLIT_1X_MSAA_SHADER_2D_MULTISAMPLE_RESOLVE + 5);
>> + STATIC_ASSERT(BLIT_1X_MSAA_SHADER_2D_MULTISAMPLE_RESOLVE_UINT ==
>> + BLIT_1X_MSAA_SHADER_2D_MULTISAMPLE_RESOLVE + 10);
>> if (src_datatype == GL_INT) {
>> - shader_index++;
>> + shader_index += 5;
>> vec4_prefix = "i";
>> } else if (src_datatype == GL_UNSIGNED_INT) {
>> - shader_index += 2;
>> + shader_index += 10;
>> vec4_prefix = "u";
>> } else {
>> vec4_prefix = "";
>> @@ -147,9 +158,7 @@ setup_glsl_msaa_blit_shader(struct gl_context *ctx,
>> shader_index == BLIT_MSAA_SHADER_2D_MULTISAMPLE_ARRAY_DEPTH_COPY ||
>> shader_index == BLIT_MSAA_SHADER_2D_MULTISAMPLE_DEPTH_COPY;
>>
>> - if (blit->msaa_shaders[shader_index] &&
>> - (is_shader_msaa_depth_resolve_or_copy ||
>> - blit->samples == samples)) {
>> + if (blit->msaa_shaders[shader_index]) {
>> _mesa_UseProgram(blit->msaa_shaders[shader_index]);
>> return;
>> }
>> --
>> 1.9.3
>>
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>> mesa-dev at lists.freedesktop.org
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