[Mesa-stable] [PATCH] mesa: fix active subroutine uniforms properly

Alejandro Piñeiro apinheiro at igalia.com
Mon Nov 28 10:38:52 UTC 2016


On 26/11/16 21:31, Timothy Arceri wrote:
> 07fe2d565b introduced a big hack in order to return
> NumSubroutineUniforms when querying ACTIVE_RESOURCES for
> <shader>_SUBROUTINE_UNIFORM interfaces. 

I wouldn't call that a big hack, but obviously I'm biased.

> 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.

Just out of curiosity, does this patch fix any piglit/cts/<whatever> test?

>
> 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.

Ok, makes sense. And the patch gets everything simpler and with less
lines of code. Just in case, I have just checked and the piglit test I
created then
(arb_program_interface_query-compare-with-shader-subroutine) and the cts
test that was failing
(GL45-CTS.program_interface_query.subroutines-compute).

So:
Reviewed-by: Alejandro Piñeiro <apinheiro at igalia.com>

Thanks.

>
> 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;




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