I'll rebase and feed it through Jenkins (I was given a branch of late).
On Thu, Aug 11, 2016 at 1:38 PM, Ian Romanick <i...@freedesktop.org> wrote: > Or not. :( The patch no longer applies, and I wasn't able to trivially > make it apply. I suspect one of Timothy's recent patches is to blame. > > On 08/11/2016 10:06 AM, Ian Romanick wrote: >> This seems okay... let me run it through our CI first. I should have >> results later today. I'm going to step out for a bit. >> >> On 08/09/2016 05:43 PM, Ilia Mirkin wrote: >>> ping? do we want this? should i drop it? >>> >>> On Wed, Jul 13, 2016 at 3:37 PM, Ilia Mirkin <imir...@alum.mit.edu> wrote: >>>> Thanks for confirming, Corentin. >>>> >>>> Ian, do you have any opinions on this? Seems like a fairly innocuous >>>> thing to be doing... >>>> >>>> On Fri, Jul 8, 2016 at 3:39 PM, Corentin Wallez <coren...@wallez.net> >>>> wrote: >>>>> Not sure how reviews work in Mesa, but this patch LGTM. I also tested that >>>>> it fixes the relevant tests failures it is supposed to address. >>>>> >>>>> On Wed, Jul 6, 2016 at 7:40 PM, Ilia Mirkin <imir...@alum.mit.edu> wrote: >>>>>> >>>>>> The GL spec is very unclear on this point. Apparently this is discussed >>>>>> without resolution in the closed Khronos bugtracker at >>>>>> https://cvs.khronos.org/bugzilla/show_bug.cgi?id=7829 . The >>>>>> recommendation is to allow dropping the [0] for looking up the bindings. >>>>>> >>>>>> The approach taken in this patch is to instead tack on [0]'s for each >>>>>> arrayness level of the output's type, and doing the lookup again. That >>>>>> way, for >>>>>> >>>>>> out vec4 foo[2][2][2] >>>>>> >>>>>> we will end up looking for bindings for foo, foo[0], foo[0][0], and >>>>>> foo[0][0][0], in that order of preference. >>>>>> >>>>>> Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=96765 >>>>>> Signed-off-by: Ilia Mirkin <imir...@alum.mit.edu> >>>>>> --- >>>>>> src/compiler/glsl/linker.cpp | 39 >>>>>> ++++++++++++++++++++++++++++----------- >>>>>> 1 file changed, 28 insertions(+), 11 deletions(-) >>>>>> >>>>>> diff --git a/src/compiler/glsl/linker.cpp b/src/compiler/glsl/linker.cpp >>>>>> index d963f54..9d54c2f 100644 >>>>>> --- a/src/compiler/glsl/linker.cpp >>>>>> +++ b/src/compiler/glsl/linker.cpp >>>>>> @@ -2566,6 +2566,7 @@ find_available_slots(unsigned used_mask, unsigned >>>>>> needed_count) >>>>>> /** >>>>>> * Assign locations for either VS inputs or FS outputs >>>>>> * >>>>>> + * \param mem_ctx Temporary ralloc context used for linking >>>>>> * \param prog Shader program whose variables need locations >>>>>> assigned >>>>>> * \param constants Driver specific constant values for the program. >>>>>> * \param target_index Selector for the program target to receive >>>>>> location >>>>>> @@ -2577,7 +2578,8 @@ find_available_slots(unsigned used_mask, unsigned >>>>>> needed_count) >>>>>> * error is emitted to the shader link log and false is returned. >>>>>> */ >>>>>> bool >>>>>> -assign_attribute_or_color_locations(gl_shader_program *prog, >>>>>> +assign_attribute_or_color_locations(void *mem_ctx, >>>>>> + gl_shader_program *prog, >>>>>> struct gl_constants *constants, >>>>>> unsigned target_index) >>>>>> { >>>>>> @@ -2680,16 +2682,31 @@ >>>>>> assign_attribute_or_color_locations(gl_shader_program *prog, >>>>>> } else if (target_index == MESA_SHADER_FRAGMENT) { >>>>>> unsigned binding; >>>>>> unsigned index; >>>>>> + const char *name = var->name; >>>>>> + const glsl_type *type = var->type; >>>>>> + >>>>>> + while (type) { >>>>>> + /* Check if there's a binding for the variable name */ >>>>>> + if (prog->FragDataBindings->get(binding, name)) { >>>>>> + assert(binding >= FRAG_RESULT_DATA0); >>>>>> + var->data.location = binding; >>>>>> + var->data.is_unmatched_generic_inout = 0; >>>>>> + >>>>>> + if (prog->FragDataIndexBindings->get(index, name)) { >>>>>> + var->data.index = index; >>>>>> + } >>>>>> + break; >>>>>> + } >>>>>> >>>>>> - if (prog->FragDataBindings->get(binding, var->name)) { >>>>>> - assert(binding >= FRAG_RESULT_DATA0); >>>>>> - var->data.location = binding; >>>>>> - var->data.is_unmatched_generic_inout = 0; >>>>>> + /* If not, but it's an array type, look for name[0] */ >>>>>> + if (type->is_array()) { >>>>>> + name = ralloc_asprintf(mem_ctx, "%s[0]", name); >>>>>> + type = type->fields.array; >>>>>> + continue; >>>>>> + } >>>>>> >>>>>> - if (prog->FragDataIndexBindings->get(index, var->name)) { >>>>>> - var->data.index = index; >>>>>> - } >>>>>> - } >>>>>> + break; >>>>>> + } >>>>>> } >>>>>> >>>>>> /* From GL4.5 core spec, section 15.2 (Shader Execution): >>>>>> @@ -4816,12 +4833,12 @@ link_shaders(struct gl_context *ctx, struct >>>>>> gl_shader_program *prog) >>>>>> prev = i; >>>>>> } >>>>>> >>>>>> - if (!assign_attribute_or_color_locations(prog, &ctx->Const, >>>>>> + if (!assign_attribute_or_color_locations(mem_ctx, prog, &ctx->Const, >>>>>> MESA_SHADER_VERTEX)) { >>>>>> goto done; >>>>>> } >>>>>> >>>>>> - if (!assign_attribute_or_color_locations(prog, &ctx->Const, >>>>>> + if (!assign_attribute_or_color_locations(mem_ctx, prog, &ctx->Const, >>>>>> MESA_SHADER_FRAGMENT)) { >>>>>> goto done; >>>>>> } >>>>>> -- >>>>>> 2.7.3 >>>>>> >>>>> >> > _______________________________________________ mesa-dev mailing list mesa-dev@lists.freedesktop.org https://lists.freedesktop.org/mailman/listinfo/mesa-dev