[Mesa-dev] [PATCH V2] mesa: validate sampler type across the whole program
Timothy Arceri
tarceri at itsqueeze.com
Fri Apr 21 07:08:19 UTC 2017
Currently we were only making sure types were the same within a
single stage. This looks to have regressed with 953a0af8e3f73.
V2: move the SamplersValidated reset into the common linker
code.
https://bugs.freedesktop.org/show_bug.cgi?id=97524
Cc: Tapani Pälli <tapani.palli at intel.com>
---
src/mesa/main/uniform_query.cpp | 2 ++
src/mesa/main/uniforms.c | 26 +++++++++++++++++++++-----
src/mesa/program/ir_to_mesa.cpp | 5 +++++
3 files changed, 28 insertions(+), 5 deletions(-)
diff --git a/src/mesa/main/uniform_query.cpp b/src/mesa/main/uniform_query.cpp
index c648832..e400d0e 100644
--- a/src/mesa/main/uniform_query.cpp
+++ b/src/mesa/main/uniform_query.cpp
@@ -965,20 +965,22 @@ _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..27507e8 100644
--- a/src/mesa/program/ir_to_mesa.cpp
+++ b/src/mesa/program/ir_to_mesa.cpp
@@ -3110,20 +3110,25 @@ _mesa_glsl_link_shader(struct gl_context *ctx, struct gl_shader_program *prog)
if (!prog->Shaders[i]->CompileStatus) {
linker_error(prog, "linking with uncompiled shader");
}
}
if (prog->data->LinkStatus) {
link_shaders(ctx, prog);
}
if (prog->data->LinkStatus) {
+ /* Reset sampler validated to true, validation happends via the
+ * LinkShader call below.
+ */
+ shProg->SamplersValidated = GL_TRUE;
+
if (!ctx->Driver.LinkShader(ctx, prog)) {
prog->data->LinkStatus = linking_failure;
}
}
/* Return early if we are loading the shader from on-disk cache */
if (prog->data->LinkStatus == linking_skipped)
return;
if (ctx->_Shader->Flags & GLSL_DUMP) {
--
2.9.3
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