[Mesa-dev] [PATCH] glsl: Skip invariant/precision linker checks for built-in variables.
Ian Romanick
idr at freedesktop.org
Wed Oct 19 20:40:39 UTC 2016
On 10/19/2016 11:11 AM, Kenneth Graunke wrote:
> Brian found a bug with my "inline built-ins immediately" code for shaders
> which use ftransform() and declare gl_Position invariant:
>
> https://lists.freedesktop.org/archives/mesa-dev/2016-October/132452.html
>
> Before my patch, things worked due to a specific order of operations:
>
> 1. link_intrastage_varyings imported the ftransform function into the VS
> 2. cross_validate_uniforms() ran and signed off that everything matched
> 3. do_common_optimization did both inlining and invariance propagation,
> making the VS/FS versions of gl_ModelViewProjectionMatrix have
> different invariant qualifiers...but after the check in step 2,
> so we never raised an error.
>
> After my patch, ftransform() is inlined right away, and at compile time,
> do_common_optimization propagates the invariant qualifier to the
> gl_ModelViewProjectionMatrix. When the linker eventually happens, it
> detects the mismatch.
Why are we marking a uniform as invariant in the first place? That
sounds boats.
> I can't see any good reason to raise a linker error based on qualifiers
> we internally applied to built-in variables - it's not the application's
> fault. It's either not a problem, or it's our fault.o
>
> We should probably rework invariance, but this should keep us limping
> along for now. It's definitely a hack.
>
> Signed-off-by: Kenneth Graunke <kenneth at whitecape.org>
> ---
> src/compiler/glsl/linker.cpp | 33 +++++++++++++++++++++------------
> 1 file changed, 21 insertions(+), 12 deletions(-)
>
> Hi Brian,
>
> I'm on vacation today through Friday, so I likely won't be able to
> push this until next week. If people are okay with my hack, feel free
> to push it before I get back :)
>
> diff --git a/src/compiler/glsl/linker.cpp b/src/compiler/glsl/linker.cpp
> index 8599590..66f9e76 100644
> --- a/src/compiler/glsl/linker.cpp
> +++ b/src/compiler/glsl/linker.cpp
> @@ -1038,12 +1038,28 @@ cross_validate_globals(struct gl_shader_program *prog,
> }
> }
>
> - if (existing->data.invariant != var->data.invariant) {
> - linker_error(prog, "declarations for %s `%s' have "
> - "mismatching invariant qualifiers\n",
> - mode_string(var), var->name);
> - return;
> + /* Skip invariant/precise checks for built-in uniforms.
> + * If they're used in an invariant calculation, the invariance
> + * propagation pass might mark these. But that's not an error
> + * on the programmer's part - it's our problem. It shouldn't
> + * actually matter anyway, so ignore it.
> + */
> + if (var->get_num_state_slots() == 0) {
> + if (existing->data.invariant != var->data.invariant) {
> + linker_error(prog, "declarations for %s `%s' have "
> + "mismatching invariant qualifiers\n",
> + mode_string(var), var->name);
> + return;
> + }
> +
> + if (prog->IsES && existing->data.precision != var->data.precision) {
> + linker_error(prog, "declarations for %s `%s` have "
> + "mismatching precision qualifiers\n",
> + mode_string(var), var->name);
> + return;
> + }
> }
> +
> if (existing->data.centroid != var->data.centroid) {
> linker_error(prog, "declarations for %s `%s' have "
> "mismatching centroid qualifiers\n",
> @@ -1062,13 +1078,6 @@ cross_validate_globals(struct gl_shader_program *prog,
> mode_string(var), var->name);
> return;
> }
> -
> - if (prog->IsES && existing->data.precision != var->data.precision) {
> - linker_error(prog, "declarations for %s `%s` have "
> - "mismatching precision qualifiers\n",
> - mode_string(var), var->name);
> - return;
> - }
> } else
> variables->add_variable(var);
> }
>
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