[Mesa-dev] [PATCH] glsl: Enable split of lower UBOs and SSBO also for compute shaders
Iago Toral
itoral at igalia.com
Wed Oct 14 23:26:39 PDT 2015
On Wed, 2015-10-14 at 16:18 +0300, Francisco Jerez wrote:
> "Lofstedt, Marta" <marta.lofstedt at intel.com> writes:
>
> > I have found a couple of more places in linker.cpp where we loop up to MESA_SHADER_FRAGMENT.
> > Should these now also be up to MESA_SHADER_COMPUTE instead?
> >
> Some might be oversights like this, but I guess in some cases a loop up
> to MESA_SHADER_FRAGMENT might be the right thing to do when doing stuff
> like linking varyings that really only applies to the graphics pipeline
> and not to compute shaders.
Right, I imagine that if any of these should also include the CS stage
we'll probably know via broken CS tests.
Iago
> > /Marta
> >
> >> -----Original Message-----
> >> From: Marta Lofstedt [mailto:marta.lofstedt at linux.intel.com]
> >> Sent: Wednesday, October 14, 2015 2:56 PM
> >> To: mesa-dev at lists.freedesktop.org
> >> Cc: Lofstedt, Marta; Marta Lofstedt
> >> Subject: [PATCH] glsl: Enable split of lower UBOs and SSBO also for compute
> >> shaders
> >>
> >> From: Marta Lofstedt <marta.lofstedt at intel.com>
> >>
> >> The split of Uniform blocks and shader storage block only loops up to
> >> MESA_SHADER_FRAGMENT and igonres compute shaders.
> >> This cause segfault when running the OpenGL ES 3.1 CTS tests with
> >> GL_ARB_compute_shader enabled.
> >>
> >> Signed-off-by: Marta Lofstedt <marta.lofstedt at linux.intel.com>
> >> ---
> >> src/glsl/linker.cpp | 2 +-
> >> 1 file changed, 1 insertion(+), 1 deletion(-)
> >>
> >> diff --git a/src/glsl/linker.cpp b/src/glsl/linker.cpp index c61c76e..5b5d6e6
> >> 100644
> >> --- a/src/glsl/linker.cpp
> >> +++ b/src/glsl/linker.cpp
> >> @@ -4392,7 +4392,7 @@ link_shaders(struct gl_context *ctx, struct
> >> gl_shader_program *prog)
> >> * for gl_shader_program and gl_shader, so that drivers that need separate
> >> * index spaces for each set can have that.
> >> */
> >> - for (unsigned i = MESA_SHADER_VERTEX; i <=
> >> MESA_SHADER_FRAGMENT; i++) {
> >> + for (unsigned i = MESA_SHADER_VERTEX; i <= MESA_SHADER_COMPUTE;
> >> i++)
> >
> > Remove new line.
> >
> >> + {
> >> if (prog->_LinkedShaders[i] != NULL) {
> >> gl_shader *sh = prog->_LinkedShaders[i];
> >> split_ubos_and_ssbos(sh,
> >> --
> >> 2.1.4
> >
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