[Mesa-stable] [PATCH] mesa: fix active subroutine uniforms properly
Timothy Arceri
timothy.arceri at collabora.com
Sat Nov 26 23:31:01 UTC 2016
07fe2d565b introduced a big hack in order to return
NumSubroutineUniforms when querying ACTIVE_RESOURCES for
<shader>_SUBROUTINE_UNIFORM interfaces. However this is the
wrong fix we are meant to be returning the number of active
resources i.e. the count of subroutine uniforms in the
resource list which is what the code was previously doing,
anything else will cause trouble when trying to retrieve
the resource properties based on the ACTIVE_RESOURCES count.
The real problem is that NumSubroutineUniforms was counting
array elements as separate uniforms but the innermost array
is always considered a single uniform so we fix that count
instead which was counted incorrectly in 7fa0250f9.
Idealy we could probably completely remove
NumSubroutineUniforms and just compute its value when needed
from the resource list but this works for now.
Cc: Alejandro Piñeiro <apinheiro at igalia.com>
Cc: Tapani Pälli <tapani.palli at intel.com>
Cc: Dave Airlie <airlied at gmail.com>
Cc: 13.0 <mesa-stable at lists.freedesktop.org>
---
src/compiler/glsl/link_uniforms.cpp | 2 +
src/compiler/glsl/linker.cpp | 1 -
src/mesa/main/program_resource.c | 111 +++---------------------------------
3 files changed, 10 insertions(+), 104 deletions(-)
diff --git a/src/compiler/glsl/link_uniforms.cpp b/src/compiler/glsl/link_uniforms.cpp
index f271093..66bcbda 100644
--- a/src/compiler/glsl/link_uniforms.cpp
+++ b/src/compiler/glsl/link_uniforms.cpp
@@ -623,6 +623,8 @@ private:
uniform->opaque[shader_type].index = this->next_subroutine;
uniform->opaque[shader_type].active = true;
+ prog->_LinkedShaders[shader_type]->NumSubroutineUniforms++;
+
/* Increment the subroutine index by 1 for non-arrays and by the
* number of array elements for arrays.
*/
diff --git a/src/compiler/glsl/linker.cpp b/src/compiler/glsl/linker.cpp
index 1a00a90..6f54f75 100644
--- a/src/compiler/glsl/linker.cpp
+++ b/src/compiler/glsl/linker.cpp
@@ -3159,7 +3159,6 @@ link_calculate_subroutine_compat(struct gl_shader_program *prog)
if (!uni)
continue;
- sh->NumSubroutineUniforms++;
count = 0;
if (sh->NumSubroutineFunctions == 0) {
linker_error(prog, "subroutine uniform %s defined but no valid functions found\n", uni->type->name);
diff --git a/src/mesa/main/program_resource.c b/src/mesa/main/program_resource.c
index 859bda2..5461c4e 100644
--- a/src/mesa/main/program_resource.c
+++ b/src/mesa/main/program_resource.c
@@ -67,9 +67,7 @@ supported_interface_enum(struct gl_context *ctx, GLenum iface)
}
static struct gl_shader_program *
-lookup_linked_program(GLuint program,
- const char *caller,
- bool raise_link_error)
+lookup_linked_program(GLuint program, const char *caller)
{
GET_CURRENT_CONTEXT(ctx);
struct gl_shader_program *prog =
@@ -79,66 +77,13 @@ lookup_linked_program(GLuint program,
return NULL;
if (prog->data->LinkStatus == GL_FALSE) {
- if (raise_link_error)
- _mesa_error(ctx, GL_INVALID_OPERATION, "%s(program not linked)",
- caller);
+ _mesa_error(ctx, GL_INVALID_OPERATION, "%s(program not linked)",
+ caller);
return NULL;
}
return prog;
}
-static GLenum
-stage_from_program_interface(GLenum programInterface)
-{
- switch(programInterface) {
- case GL_VERTEX_SUBROUTINE_UNIFORM:
- return MESA_SHADER_VERTEX;
- case GL_TESS_CONTROL_SUBROUTINE_UNIFORM:
- return MESA_SHADER_TESS_CTRL;
- case GL_TESS_EVALUATION_SUBROUTINE_UNIFORM:
- return MESA_SHADER_TESS_EVAL;
- case GL_GEOMETRY_SUBROUTINE_UNIFORM:
- return MESA_SHADER_GEOMETRY;
- case GL_FRAGMENT_SUBROUTINE_UNIFORM:
- return MESA_SHADER_FRAGMENT;
- case GL_COMPUTE_SUBROUTINE_UNIFORM:
- return MESA_SHADER_COMPUTE;
- default:
- unreachable("unexpected programInterface value");
- }
-}
-
-static struct gl_linked_shader *
-lookup_linked_shader(GLuint program,
- GLenum programInterface,
- const char *caller)
-{
- struct gl_shader_program *shLinkedProg =
- lookup_linked_program(program, caller, false);
- gl_shader_stage stage = stage_from_program_interface(programInterface);
-
- if (!shLinkedProg)
- return NULL;
-
- return shLinkedProg->_LinkedShaders[stage];
-}
-
-static bool
-is_subroutine_uniform_program_interface(GLenum programInterface)
-{
- switch(programInterface) {
- case GL_VERTEX_SUBROUTINE_UNIFORM:
- case GL_TESS_CONTROL_SUBROUTINE_UNIFORM:
- case GL_TESS_EVALUATION_SUBROUTINE_UNIFORM:
- case GL_GEOMETRY_SUBROUTINE_UNIFORM:
- case GL_FRAGMENT_SUBROUTINE_UNIFORM:
- case GL_COMPUTE_SUBROUTINE_UNIFORM:
- return true;
- default:
- return false;
- }
-}
-
void GLAPIENTRY
_mesa_GetProgramInterfaceiv(GLuint program, GLenum programInterface,
GLenum pname, GLint *params)
@@ -174,49 +119,9 @@ _mesa_GetProgramInterfaceiv(GLuint program, GLenum programInterface,
/* Validate pname against interface. */
switch(pname) {
case GL_ACTIVE_RESOURCES:
- if (is_subroutine_uniform_program_interface(programInterface)) {
- /* ARB_program_interface_query doesn't explicitly says that those
- * uniforms would need a linked shader, or that should fail if it is
- * not the case, but Section 7.6 (Uniform Variables) of the OpenGL
- * 4.4 Core Profile says:
- *
- * "A uniform is considered an active uniform if the compiler and
- * linker determine that the uniform will actually be accessed
- * when the executable code is executed. In cases where the
- * compiler and linker cannot make a conclusive determination,
- * the uniform will be considered active."
- *
- * So in order to know the real number of active subroutine uniforms
- * we would need a linked shader .
- *
- * At the same time, Section 7.3 (Program Objects) of the OpenGL 4.4
- * Core Profile says:
- *
- * "The GL provides various commands allowing applications to
- * enumerate and query properties of active variables and in-
- * terface blocks for a specified program. If one of these
- * commands is called with a program for which LinkProgram
- * succeeded, the information recorded when the program was
- * linked is returned. If one of these commands is called with a
- * program for which LinkProgram failed, no error is generated
- * unless otherwise noted."
- * <skip>
- * "If one of these commands is called with a program for which
- * LinkProgram had never been called, no error is generated
- * unless otherwise noted, and the program object is considered
- * to have no active variables or interface blocks."
- *
- * So if the program is not linked we will return 0.
- */
- struct gl_linked_shader *sh =
- lookup_linked_shader(program, programInterface, "glGetProgramInterfaceiv");
-
- *params = sh ? sh->NumSubroutineUniforms : 0;
- } else {
- for (i = 0, *params = 0; i < shProg->NumProgramResourceList; i++)
- if (shProg->ProgramResourceList[i].Type == programInterface)
- (*params)++;
- }
+ for (i = 0, *params = 0; i < shProg->NumProgramResourceList; i++)
+ if (shProg->ProgramResourceList[i].Type == programInterface)
+ (*params)++;
break;
case GL_MAX_NAME_LENGTH:
if (programInterface == GL_ATOMIC_COUNTER_BUFFER ||
@@ -500,7 +405,7 @@ _mesa_GetProgramResourceLocation(GLuint program, GLenum programInterface,
}
struct gl_shader_program *shProg =
- lookup_linked_program(program, "glGetProgramResourceLocation", true);
+ lookup_linked_program(program, "glGetProgramResourceLocation");
if (!shProg || !name)
return -1;
@@ -556,7 +461,7 @@ _mesa_GetProgramResourceLocationIndex(GLuint program, GLenum programInterface,
}
struct gl_shader_program *shProg =
- lookup_linked_program(program, "glGetProgramResourceLocationIndex", true);
+ lookup_linked_program(program, "glGetProgramResourceLocationIndex");
if (!shProg || !name)
return -1;
--
2.7.4
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