[Mesa-dev] [PATCH] mesa: store full array type in gl_uniform_storage

Timothy Arceri t_arceri at yahoo.com.au
Wed Jun 17 05:24:22 PDT 2015


I've created a new piglit test to confirm this fixes a bug in
_mesa_sampler_uniforms_pipeline_are_valid()

http://lists.freedesktop.org/archives/piglit/2015-June/016270.html

I'll update the commit message to:

"Previously only the type of a single array element was stored.
 
_mesa_sampler_uniforms_pipeline_are_valid() was expecting to get the
array type so this fixes a bug with validating arrays of samplers in
SSO.

This change will also useful for implementing arrays of arrays support
in glGetUniformLocation()."


I guess this could also be a stable candidate.


On Mon, 2015-06-08 at 18:58 +1000, Timothy Arceri wrote:
> Previously only the type of a single array element
> was stored.
> 
> _mesa_sampler_uniforms_pipeline_are_valid() was expecting to get the array
> type so this probably fixes a bug there.
> However the main reason for doing this is to use the array type for
> implementing arrays of arrays in glGetUniformLocation() in an upcoming
> patch series.
> ---
>  src/glsl/ir_uniform.h                          |  5 +-
>  src/mesa/drivers/dri/i965/brw_fs_nir.cpp       |  3 +-
>  src/mesa/drivers/dri/i965/brw_vec4_visitor.cpp |  5 +-
>  src/mesa/main/shader_query.cpp                 |  2 +-
>  src/mesa/main/uniform_query.cpp                | 64 ++++++++++++++------------
>  src/mesa/program/ir_to_mesa.cpp                |  7 +--
>  6 files changed, 46 insertions(+), 40 deletions(-)
> 
> diff --git a/src/glsl/ir_uniform.h b/src/glsl/ir_uniform.h
> index e1b8014..07dd3c3 100644
> --- a/src/glsl/ir_uniform.h
> +++ b/src/glsl/ir_uniform.h
> @@ -91,9 +91,8 @@ struct gl_opaque_uniform_index {
>  
>  struct gl_uniform_storage {
>     char *name;
> -   /** Type of this uniform data stored.
> -    *
> -    * In the case of an array, it's the type of a single array element.
> +   /**
> +    * Type of this uniform
>      */
>     const struct glsl_type *type;
>  
> diff --git a/src/mesa/drivers/dri/i965/brw_fs_nir.cpp b/src/mesa/drivers/dri/i965/brw_fs_nir.cpp
> index 5d3501c..6b669c2 100644
> --- a/src/mesa/drivers/dri/i965/brw_fs_nir.cpp
> +++ b/src/mesa/drivers/dri/i965/brw_fs_nir.cpp
> @@ -220,6 +220,7 @@ fs_visitor::nir_setup_uniform(nir_variable *var)
>     unsigned index = var->data.driver_location;
>     for (unsigned u = 0; u < shader_prog->NumUniformStorage; u++) {
>        struct gl_uniform_storage *storage = &shader_prog->UniformStorage[u];
> +      const glsl_type *type = storage->type->without_array();
>  
>        if (storage->builtin)
>                continue;
> @@ -231,7 +232,7 @@ fs_visitor::nir_setup_uniform(nir_variable *var)
>           continue;
>        }
>  
> -      unsigned slots = storage->type->component_slots();
> +      unsigned slots = type->component_slots();
>        if (storage->array_elements)
>           slots *= storage->array_elements;
>  
> diff --git a/src/mesa/drivers/dri/i965/brw_vec4_visitor.cpp b/src/mesa/drivers/dri/i965/brw_vec4_visitor.cpp
> index 242d007..e5874ca 100644
> --- a/src/mesa/drivers/dri/i965/brw_vec4_visitor.cpp
> +++ b/src/mesa/drivers/dri/i965/brw_vec4_visitor.cpp
> @@ -685,6 +685,7 @@ vec4_visitor::setup_uniform_values(ir_variable *ir)
>      */
>     for (unsigned u = 0; u < shader_prog->NumUniformStorage; u++) {
>        struct gl_uniform_storage *storage = &shader_prog->UniformStorage[u];
> +      const glsl_type *type = storage->type->without_array();
>  
>        if (storage->builtin)
>           continue;
> @@ -698,11 +699,11 @@ vec4_visitor::setup_uniform_values(ir_variable *ir)
>  
>        gl_constant_value *components = storage->storage;
>        unsigned vector_count = (MAX2(storage->array_elements, 1) *
> -                               storage->type->matrix_columns);
> +                               type->matrix_columns);
>  
>        for (unsigned s = 0; s < vector_count; s++) {
>           assert(uniforms < uniform_array_size);
> -         uniform_vector_size[uniforms] = storage->type->vector_elements;
> +         uniform_vector_size[uniforms] = type->vector_elements;
>  
>           int i;
>           for (i = 0; i < uniform_vector_size[uniforms]; i++) {
> diff --git a/src/mesa/main/shader_query.cpp b/src/mesa/main/shader_query.cpp
> index a6246a3..807a95c 100644
> --- a/src/mesa/main/shader_query.cpp
> +++ b/src/mesa/main/shader_query.cpp
> @@ -953,7 +953,7 @@ _mesa_program_resource_prop(struct gl_shader_program *shProg,
>     case GL_TYPE:
>        switch (res->Type) {
>        case GL_UNIFORM:
> -         *val = RESOURCE_UNI(res)->type->gl_type;
> +         *val = RESOURCE_UNI(res)->type->without_array()->gl_type;
>           return 1;
>        case GL_PROGRAM_INPUT:
>        case GL_PROGRAM_OUTPUT:
> diff --git a/src/mesa/main/uniform_query.cpp b/src/mesa/main/uniform_query.cpp
> index cab5083..c8b0b58 100644
> --- a/src/mesa/main/uniform_query.cpp
> +++ b/src/mesa/main/uniform_query.cpp
> @@ -320,9 +320,10 @@ _mesa_get_uniform(struct gl_context *ctx, GLuint program, GLint location,
>        return;
>     }
>  
> +   const glsl_type *uni_type = uni->type->without_array();
>     {
> -      unsigned elements = (uni->type->is_sampler())
> -	 ? 1 : uni->type->components();
> +      unsigned elements = (uni_type->is_sampler())
> +	 ? 1 : uni_type->components();
>  
>        /* Calculate the source base address *BEFORE* modifying elements to
>         * account for the size of the user's buffer.
> @@ -348,14 +349,14 @@ _mesa_get_uniform(struct gl_context *ctx, GLuint program, GLint location,
>         * just memcpy the data.  If the types are not compatible, perform a
>         * slower convert-and-copy process.
>         */
> -      if (returnType == uni->type->base_type
> +      if (returnType == uni_type->base_type
>  	  || ((returnType == GLSL_TYPE_INT
>  	       || returnType == GLSL_TYPE_UINT)
>  	      &&
> -	      (uni->type->base_type == GLSL_TYPE_INT
> -	       || uni->type->base_type == GLSL_TYPE_UINT
> -               || uni->type->base_type == GLSL_TYPE_SAMPLER
> -               || uni->type->base_type == GLSL_TYPE_IMAGE))) {
> +	      (uni_type->base_type == GLSL_TYPE_INT
> +	       || uni_type->base_type == GLSL_TYPE_UINT
> +               || uni_type->base_type == GLSL_TYPE_SAMPLER
> +               || uni_type->base_type == GLSL_TYPE_IMAGE))) {
>  	 memcpy(paramsOut, src, bytes);
>        } else {
>  	 union gl_constant_value *const dst =
> @@ -368,7 +369,7 @@ _mesa_get_uniform(struct gl_context *ctx, GLuint program, GLint location,
>  	 for (unsigned i = 0; i < elements; i++) {
>  	    switch (returnType) {
>  	    case GLSL_TYPE_FLOAT:
> -	       switch (uni->type->base_type) {
> +	       switch (uni_type->base_type) {
>  	       case GLSL_TYPE_UINT:
>  		  dst[i].f = (float) src[i].u;
>  		  break;
> @@ -388,7 +389,7 @@ _mesa_get_uniform(struct gl_context *ctx, GLuint program, GLint location,
>  
>  	    case GLSL_TYPE_INT:
>  	    case GLSL_TYPE_UINT:
> -	       switch (uni->type->base_type) {
> +	       switch (uni_type->base_type) {
>  	       case GLSL_TYPE_FLOAT:
>  		  /* While the GL 3.2 core spec doesn't explicitly
>  		   * state how conversion of float uniforms to integer
> @@ -519,9 +520,10 @@ _mesa_propagate_uniforms_to_driver_storage(struct gl_uniform_storage *uni,
>  
>     /* vector_elements and matrix_columns can be 0 for samplers.
>      */
> -   const unsigned components = MAX2(1, uni->type->vector_elements);
> -   const unsigned vectors = MAX2(1, uni->type->matrix_columns);
> -   const int dmul = uni->type->base_type == GLSL_TYPE_DOUBLE ? 2 : 1;
> +   const glsl_type *uni_type = uni->type->without_array();
> +   const unsigned components = MAX2(1, uni_type->vector_elements);
> +   const unsigned vectors = MAX2(1, uni_type->matrix_columns);
> +   const int dmul = uni_type->base_type == GLSL_TYPE_DOUBLE ? 2 : 1;
>  
>     /* Store the data in the driver's requested type in the driver's storage
>      * areas.
> @@ -649,7 +651,8 @@ _mesa_uniform(struct gl_context *ctx, struct gl_shader_program *shProg,
>     if (uni == NULL)
>        return;
>  
> -   if (uni->type->is_matrix()) {
> +   const glsl_type *uni_type = uni->type->without_array();
> +   if (uni_type->is_matrix()) {
>        /* Can't set matrix uniforms (like mat4) with glUniform */
>        _mesa_error(ctx, GL_INVALID_OPERATION,
>                    "glUniform%u(uniform \"%s\"@%d is matrix)",
> @@ -659,8 +662,8 @@ _mesa_uniform(struct gl_context *ctx, struct gl_shader_program *shProg,
>  
>     /* Verify that the types are compatible.
>      */
> -   const unsigned components = uni->type->is_sampler()
> -      ? 1 : uni->type->vector_elements;
> +   const unsigned components = uni_type->is_sampler()
> +      ? 1 : uni_type->vector_elements;
>  
>     if (components != src_components) {
>        /* glUniformN() must match float/vecN type */
> @@ -672,7 +675,7 @@ _mesa_uniform(struct gl_context *ctx, struct gl_shader_program *shProg,
>     }
>  
>     bool match;
> -   switch (uni->type->base_type) {
> +   switch (uni_type->base_type) {
>     case GLSL_TYPE_BOOL:
>        match = (basicType != GLSL_TYPE_DOUBLE);
>        break;
> @@ -681,7 +684,7 @@ _mesa_uniform(struct gl_context *ctx, struct gl_shader_program *shProg,
>        match = (basicType == GLSL_TYPE_INT);
>        break;
>     default:
> -      match = (basicType == uni->type->base_type);
> +      match = (basicType == uni_type->base_type);
>        break;
>     }
>  
> @@ -689,7 +692,7 @@ _mesa_uniform(struct gl_context *ctx, struct gl_shader_program *shProg,
>        _mesa_error(ctx, GL_INVALID_OPERATION,
>                    "glUniform%u(\"%s\"@%d is %s, not %s)",
>                    src_components, uni->name, location,
> -                  glsl_type_name(uni->type->base_type),
> +                  glsl_type_name(uni_type->base_type),
>                    glsl_type_name(basicType));
>        return;
>     }
> @@ -716,7 +719,7 @@ _mesa_uniform(struct gl_context *ctx, struct gl_shader_program *shProg,
>      * Based on that, when an invalid sampler is specified, we generate a
>      * GL_INVALID_VALUE error and ignore the command.
>      */
> -   if (uni->type->is_sampler()) {
> +   if (uni_type->is_sampler()) {
>        for (int i = 0; i < count; i++) {
>  	 const unsigned texUnit = ((unsigned *) values)[i];
>  
> @@ -731,7 +734,7 @@ _mesa_uniform(struct gl_context *ctx, struct gl_shader_program *shProg,
>        }
>     }
>  
> -   if (uni->type->is_image()) {
> +   if (uni_type->is_image()) {
>        for (int i = 0; i < count; i++) {
>           const int unit = ((GLint *) values)[i];
>  
> @@ -764,7 +767,7 @@ _mesa_uniform(struct gl_context *ctx, struct gl_shader_program *shProg,
>  
>     /* Store the data in the "actual type" backing storage for the uniform.
>      */
> -   if (!uni->type->is_boolean()) {
> +   if (!uni_type->is_boolean()) {
>        memcpy(&uni->storage[size_mul * components * offset], values,
>  	     sizeof(uni->storage[0]) * components * count * size_mul);
>     } else {
> @@ -789,7 +792,7 @@ _mesa_uniform(struct gl_context *ctx, struct gl_shader_program *shProg,
>     /* If the uniform is a sampler, do the extra magic necessary to propagate
>      * the changes through.
>      */
> -   if (uni->type->is_sampler()) {
> +   if (uni_type->is_sampler()) {
>        bool flushed = false;
>        for (int i = 0; i < MESA_SHADER_STAGES; i++) {
>  	 struct gl_shader *const sh = shProg->_LinkedShaders[i];
> @@ -840,7 +843,7 @@ _mesa_uniform(struct gl_context *ctx, struct gl_shader_program *shProg,
>     /* If the uniform is an image, update the mapping from image
>      * uniforms to image units present in the shader data structure.
>      */
> -   if (uni->type->is_image()) {
> +   if (uni_type->is_image()) {
>        for (int i = 0; i < MESA_SHADER_STAGES; i++) {
>  	 if (uni->image[i].active) {
>              struct gl_shader *sh = shProg->_LinkedShaders[i];
> @@ -874,10 +877,12 @@ _mesa_uniform_matrix(struct gl_context *ctx, struct gl_shader_program *shProg,
>     struct gl_uniform_storage *const uni =
>        validate_uniform_parameters(ctx, shProg, location, count,
>                                    &offset, "glUniformMatrix");
> +
>     if (uni == NULL)
>        return;
>  
> -   if (!uni->type->is_matrix()) {
> +   const glsl_type *uni_type = uni->type->without_array();
> +   if (!uni_type->is_matrix()) {
>        _mesa_error(ctx, GL_INVALID_OPERATION,
>  		  "glUniformMatrix(non-matrix uniform)");
>        return;
> @@ -886,9 +891,9 @@ _mesa_uniform_matrix(struct gl_context *ctx, struct gl_shader_program *shProg,
>     assert(type == GL_FLOAT || type == GL_DOUBLE);
>     size_mul = type == GL_DOUBLE ? 2 : 1;
>  
> -   assert(!uni->type->is_sampler());
> -   vectors = uni->type->matrix_columns;
> -   components = uni->type->vector_elements;
> +   assert(!uni_type->is_sampler());
> +   vectors = uni_type->matrix_columns;
> +   components = uni_type->vector_elements;
>  
>     /* Verify that the types are compatible.  This is greatly simplified for
>      * matrices because they can only have a float base type.
> @@ -911,7 +916,7 @@ _mesa_uniform_matrix(struct gl_context *ctx, struct gl_shader_program *shProg,
>     }
>  
>     if (unlikely(ctx->_Shader->Flags & GLSL_UNIFORMS)) {
> -      log_uniform(values, uni->type->base_type, components, vectors, count,
> +      log_uniform(values, uni_type->base_type, components, vectors, count,
>  		  bool(transpose), shProg, location, uni);
>     }
>  
> @@ -1101,8 +1106,7 @@ _mesa_sampler_uniforms_pipeline_are_valid(struct gl_pipeline_object *pipeline)
>        for (unsigned i = 0; i < shProg[idx]->NumUniformStorage; i++) {
>           const struct gl_uniform_storage *const storage =
>              &shProg[idx]->UniformStorage[i];
> -         const glsl_type *const t = (storage->type->is_array())
> -            ? storage->type->fields.array : storage->type;
> +         const glsl_type *const t = storage->type->without_array();
>  
>           if (!t->is_sampler())
>              continue;
> diff --git a/src/mesa/program/ir_to_mesa.cpp b/src/mesa/program/ir_to_mesa.cpp
> index 514bb93..582d714 100644
> --- a/src/mesa/program/ir_to_mesa.cpp
> +++ b/src/mesa/program/ir_to_mesa.cpp
> @@ -2417,8 +2417,9 @@ _mesa_associate_uniform_storage(struct gl_context *ctx,
>  	 enum gl_uniform_driver_format format = uniform_native;
>  
>  	 unsigned columns = 0;
> +         const glsl_type *type = storage->type->without_array();
>  	 int dmul = 4 * sizeof(float);
> -	 switch (storage->type->base_type) {
> +         switch (type->base_type) {
>  	 case GLSL_TYPE_UINT:
>  	    assert(ctx->Const.NativeIntegers);
>  	    format = uniform_native;
> @@ -2431,12 +2432,12 @@ _mesa_associate_uniform_storage(struct gl_context *ctx,
>  	    break;
>  
>  	 case GLSL_TYPE_DOUBLE:
> -	    if (storage->type->vector_elements > 2)
> +            if (type->vector_elements > 2)
>                 dmul *= 2;
>  	    /* fallthrough */
>  	 case GLSL_TYPE_FLOAT:
>  	    format = uniform_native;
> -	    columns = storage->type->matrix_columns;
> +            columns = type->matrix_columns;
>  	    break;
>  	 case GLSL_TYPE_BOOL:
>  	    format = uniform_native;




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