[Mesa-stable] [PATCH] glsl/linker: fix output variable overlap check
Juan A. Suarez Romero
jasuarez at igalia.com
Wed Sep 20 10:58:26 UTC 2017
On Mon, 2017-09-18 at 11:30 +0200, Nicolai Hähnle wrote:
> From: Nicolai Hähnle <nicolai.haehnle at amd.com>
>
Nicolai, if you push this today I can try to include it in this week
stable release.
Thanks!
J.A.
> Prevent an overflow caused by too many output variables. To limit the
> scope of the issue, write to the assigned array only for the non-ES
> fragment shader path, which is the only place where it's needed.
>
> Since the function will bail with an error when output variables with
> overlapping components are found, (max # of FS outputs) * 4 is an upper
> limit to the space we need.
>
> Found by address sanitizer.
>
> Fixes dEQP-GLES3.functional.attribute_location.bind_aliasing.*
>
> Cc: mesa-stable at lists.freedesktop.org
> ---
> src/compiler/glsl/linker.cpp | 17 +++++++++++------
> 1 file changed, 11 insertions(+), 6 deletions(-)
>
> diff --git a/src/compiler/glsl/linker.cpp b/src/compiler/glsl/linker.cpp
> index 5c3f1d12bbc..ddd8301a739 100644
> --- a/src/compiler/glsl/linker.cpp
> +++ b/src/compiler/glsl/linker.cpp
> @@ -2647,26 +2647,28 @@ assign_attribute_or_color_locations(void *mem_ctx,
> {
> const temp_attr *const l = (const temp_attr *) a;
> const temp_attr *const r = (const temp_attr *) b;
>
> /* Reversed because we want a descending order sort below. */
> return r->slots - l->slots;
> }
> } to_assign[32];
> assert(max_index <= 32);
>
> - /* Temporary array for the set of attributes that have locations assigned.
> + /* Temporary array for the set of attributes that have locations assigned,
> + * for the purpose of checking overlapping slots/components of (non-ES)
> + * fragment shader outputs.
> */
> - ir_variable *assigned[16];
> + ir_variable *assigned[12 * 4];
> + unsigned assigned_attr = 0;
>
> unsigned num_attr = 0;
> - unsigned assigned_attr = 0;
>
> foreach_in_list(ir_instruction, node, sh->ir) {
> ir_variable *const var = node->as_variable();
>
> if ((var == NULL) || (var->data.mode != (unsigned) direction))
> continue;
>
> if (var->data.explicit_location) {
> var->data.is_unmatched_generic_inout = 0;
> if ((var->data.location >= (int)(max_index + generic_base))
> @@ -2878,20 +2880,26 @@ assign_attribute_or_color_locations(void *mem_ctx,
> if (assigned_component_mask & component_mask) {
> linker_error(prog, "overlapping component is "
> "assigned to %ss %s and %s "
> "(component=%d)\n",
> string, assigned[i]->name, var->name,
> var->data.location_frac);
> return false;
> }
> }
> }
> +
> + /* At most one variable per fragment output component should
> + * reach this. */
> + assert(assigned_attr < ARRAY_SIZE(assigned));
> + assigned[assigned_attr] = var;
> + assigned_attr++;
> } else if (target_index == MESA_SHADER_FRAGMENT ||
> (prog->IsES && prog->data->Version >= 300)) {
> linker_error(prog, "overlapping location is assigned "
> "to %s `%s' %d %d %d\n", string, var->name,
> used_locations, use_mask, attr);
> return false;
> } else {
> linker_warning(prog, "overlapping location is assigned "
> "to %s `%s' %d %d %d\n", string, var->name,
> used_locations, use_mask, attr);
> @@ -2917,23 +2925,20 @@ assign_attribute_or_color_locations(void *mem_ctx,
> *
> * Mark this attribute slot as taking up twice as much space
> * so we can count it properly against limits. According to
> * issue (3) of the GL_ARB_vertex_attrib_64bit behavior, this
> * is optional behavior, but it seems preferable.
> */
> if (var->type->without_array()->is_dual_slot())
> double_storage_locations |= (use_mask << attr);
> }
>
> - assigned[assigned_attr] = var;
> - assigned_attr++;
> -
> continue;
> }
>
> if (num_attr >= max_index) {
> linker_error(prog, "too many %s (max %u)",
> target_index == MESA_SHADER_VERTEX ?
> "vertex shader inputs" : "fragment shader outputs",
> max_index);
> return false;
> }
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