[Mesa-dev] [PATCH] st/mesa/i965: validate sampler type across the whole program
Timothy Arceri
tarceri at itsqueeze.com
Wed Apr 19 02:15:58 UTC 2017
Hi Tapani,
You seem to have been one of the last people to touch this code. Do you
think you could take a look at this patch?
Thanks,
Tim
On 13/04/17 12:01, Timothy Arceri wrote:
> From: Timothy Arceri <timothy.arceri at collabora.com>
>
> Currently we were only making sure types were the same within a
> single stage. This looks to have regressed with 953a0af8e3f73.
>
> https://bugs.freedesktop.org/show_bug.cgi?id=97524
> ---
> src/mesa/drivers/dri/i965/brw_link.cpp | 1 +
> src/mesa/main/uniform_query.cpp | 2 ++
> src/mesa/main/uniforms.c | 26 +++++++++++++++++++++-----
> src/mesa/program/ir_to_mesa.cpp | 1 +
> src/mesa/state_tracker/st_glsl_to_tgsi.cpp | 1 +
> 5 files changed, 26 insertions(+), 5 deletions(-)
>
> diff --git a/src/mesa/drivers/dri/i965/brw_link.cpp b/src/mesa/drivers/dri/i965/brw_link.cpp
> index 7c10a40..7b3f8da 100644
> --- a/src/mesa/drivers/dri/i965/brw_link.cpp
> +++ b/src/mesa/drivers/dri/i965/brw_link.cpp
> @@ -195,20 +195,21 @@ unify_interfaces(struct shader_info **infos)
> }
>
> extern "C" GLboolean
> brw_link_shader(struct gl_context *ctx, struct gl_shader_program *shProg)
> {
> struct brw_context *brw = brw_context(ctx);
> const struct brw_compiler *compiler = brw->screen->compiler;
> unsigned int stage;
> struct shader_info *infos[MESA_SHADER_STAGES] = { 0, };
>
> + shProg->SamplersValidated = GL_TRUE;
> for (stage = 0; stage < ARRAY_SIZE(shProg->_LinkedShaders); stage++) {
> struct gl_linked_shader *shader = shProg->_LinkedShaders[stage];
> if (!shader)
> continue;
>
> struct gl_program *prog = shader->Program;
> prog->Parameters = _mesa_new_parameter_list();
>
> process_glsl_ir(brw, shProg, shader);
>
> diff --git a/src/mesa/main/uniform_query.cpp b/src/mesa/main/uniform_query.cpp
> index 7aa035a..4d94e01 100644
> --- a/src/mesa/main/uniform_query.cpp
> +++ b/src/mesa/main/uniform_query.cpp
> @@ -968,20 +968,22 @@ _mesa_uniform(GLint location, GLsizei count, const GLvoid *values,
> }
> }
>
> _mesa_propagate_uniforms_to_driver_storage(uni, offset, count);
>
> /* If the uniform is a sampler, do the extra magic necessary to propagate
> * the changes through.
> */
> if (uni->type->is_sampler()) {
> bool flushed = false;
> + shProg->SamplersValidated = GL_TRUE;
> +
> for (int i = 0; i < MESA_SHADER_STAGES; i++) {
> struct gl_linked_shader *const sh = shProg->_LinkedShaders[i];
>
> /* If the shader stage doesn't use the sampler uniform, skip this. */
> if (!uni->opaque[i].active)
> continue;
>
> bool changed = false;
> for (int j = 0; j < count; j++) {
> unsigned unit = uni->opaque[i].index + offset + j;
> diff --git a/src/mesa/main/uniforms.c b/src/mesa/main/uniforms.c
> index 59ae4c5..8869b6e 100644
> --- a/src/mesa/main/uniforms.c
> +++ b/src/mesa/main/uniforms.c
> @@ -60,42 +60,58 @@
> * So, scan the program->SamplerUnits[] and program->SamplerTargets[]
> * information to update the prog->TexturesUsed[] values.
> * Each value of TexturesUsed[unit] is one of zero, TEXTURE_1D_INDEX,
> * TEXTURE_2D_INDEX, TEXTURE_3D_INDEX, etc.
> * We'll use that info for state validation before rendering.
> */
> void
> _mesa_update_shader_textures_used(struct gl_shader_program *shProg,
> struct gl_program *prog)
> {
> - memset(prog->TexturesUsed, 0, sizeof(prog->TexturesUsed));
> + GLbitfield mask = prog->SamplersUsed;
> + gl_shader_stage prog_stage =
> + _mesa_program_enum_to_shader_stage(prog->Target);
> + struct gl_linked_shader *shader = shProg->_LinkedShaders[prog_stage];
>
> - shProg->SamplersValidated = GL_TRUE;
> + assert(shader);
> +
> + memset(prog->TexturesUsed, 0, sizeof(prog->TexturesUsed));
>
> - GLbitfield mask = prog->SamplersUsed;
> while (mask) {
> const int s = u_bit_scan(&mask);
> GLuint unit = prog->SamplerUnits[s];
> GLuint tgt = prog->sh.SamplerTargets[s];
> assert(unit < ARRAY_SIZE(prog->TexturesUsed));
> assert(tgt < NUM_TEXTURE_TARGETS);
>
> /* The types of the samplers associated with a particular texture
> * unit must be an exact match. Page 74 (page 89 of the PDF) of the
> * OpenGL 3.3 core spec says:
> *
> * "It is not allowed to have variables of different sampler
> * types pointing to the same texture image unit within a program
> * object."
> */
> - if (prog->TexturesUsed[unit] & ~(1 << tgt))
> - shProg->SamplersValidated = GL_FALSE;
> + unsigned stages_mask = shProg->data->linked_stages;
> + while (stages_mask) {
> + const int stage = u_bit_scan(&stages_mask);
> +
> + /* Skip validation if we are yet to update textures used in this
> + * stage.
> + */
> + if (prog_stage < stage)
> + break;
> +
> + struct gl_program *glprog = shProg->_LinkedShaders[stage]->Program;
> + if (glprog->TexturesUsed[unit] & ~(1 << tgt))
> + shProg->SamplersValidated = GL_FALSE;
> + }
>
> prog->TexturesUsed[unit] |= (1 << tgt);
> }
> }
>
> /**
> * Connect a piece of driver storage with a part of a uniform
> *
> * \param uni The uniform with which the storage will be associated
> * \param element_stride Byte-stride between array elements.
> diff --git a/src/mesa/program/ir_to_mesa.cpp b/src/mesa/program/ir_to_mesa.cpp
> index 6b33266..b12f5ce 100644
> --- a/src/mesa/program/ir_to_mesa.cpp
> +++ b/src/mesa/program/ir_to_mesa.cpp
> @@ -3062,20 +3062,21 @@ _mesa_ir_link_shader(struct gl_context *ctx, struct gl_shader_program *prog)
> options->EmitNoIndirectUniform)
> || progress;
>
> progress = do_vec_index_to_cond_assign(ir) || progress;
> progress = lower_vector_insert(ir, true) || progress;
> } while (progress);
>
> validate_ir_tree(ir);
> }
>
> + prog->SamplersValidated = GL_TRUE;
> for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
> struct gl_program *linked_prog;
>
> if (prog->_LinkedShaders[i] == NULL)
> continue;
>
> linked_prog = get_mesa_program(ctx, prog, prog->_LinkedShaders[i]);
>
> if (linked_prog) {
> _mesa_copy_linked_program_data(prog, prog->_LinkedShaders[i]);
> diff --git a/src/mesa/state_tracker/st_glsl_to_tgsi.cpp b/src/mesa/state_tracker/st_glsl_to_tgsi.cpp
> index 96c08a6..fdc327c 100644
> --- a/src/mesa/state_tracker/st_glsl_to_tgsi.cpp
> +++ b/src/mesa/state_tracker/st_glsl_to_tgsi.cpp
> @@ -6994,20 +6994,21 @@ st_link_shader(struct gl_context *ctx, struct gl_shader_program *prog)
> progress |= lower_if_to_cond_assign((gl_shader_stage)i, ir,
> options->MaxIfDepth, if_threshold);
> } while (progress);
> }
>
> validate_ir_tree(ir);
> }
>
> build_program_resource_list(ctx, prog);
>
> + prog->SamplersValidated = GL_TRUE;
> for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
> struct gl_linked_shader *shader = prog->_LinkedShaders[i];
> if (shader == NULL)
> continue;
>
> enum pipe_shader_type ptarget =
> st_shader_stage_to_ptarget(shader->Stage);
> enum pipe_shader_ir preferred_ir = (enum pipe_shader_ir)
> pscreen->get_shader_param(pscreen, ptarget,
> PIPE_SHADER_CAP_PREFERRED_IR);
>
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