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.pa...@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 _______________________________________________ mesa-dev mailing list mesa-dev@lists.freedesktop.org https://lists.freedesktop.org/mailman/listinfo/mesa-dev