On 22/06/17 02:41, Juan A. Suarez Romero wrote:
On Wed, 2017-06-21 at 20:24 +1000, Timothy Arceri wrote:
On 21/06/17 18:13, Juan A. Suarez Romero wrote:
link_xfb_stride_layout_qualifiers() can be called multiple times, and
each time we call prog->TransformFeedback.BufferStride is reset to 0.
Thus it is loosing the values set in previous call.
Do not perform such reset.
Fixes:
KHR-GL45.enhanced_layouts.xfb_stride_of_empty_list
KHR-GL45.enhanced_layouts.xfb_stride_of_empty_list_and_api
Signed-off-by: Juan A. Suarez Romero <jasua...@igalia.com>
---
src/compiler/glsl/linker.cpp | 4 ----
1 file changed, 4 deletions(-)
diff --git a/src/compiler/glsl/linker.cpp b/src/compiler/glsl/linker.cpp
index adfa3b7b1d..1fe0ccc496 100644
--- a/src/compiler/glsl/linker.cpp
+++ b/src/compiler/glsl/linker.cpp
@@ -1623,10 +1623,6 @@ link_xfb_stride_layout_qualifiers(struct gl_context *ctx,
struct gl_shader **shader_list,
unsigned num_shaders)
{
- for (unsigned i = 0; i < MAX_FEEDBACK_BUFFERS; i++) {
- prog->TransformFeedback.BufferStride[i] = 0;
- }
I think this probably needs to be moved rather than just deleted. I
think the idea is to reset things to 0 in case we are re-linking an
existing program with different shaders attached.
Checking how this was done prior the refactoring in 4d65f68 (mesa/glsl:
move TransformFeedbackBufferStride to gl_shader), actually the reset
should be done if the new shaders provide an explicit xfb_stride.
Otherwise we should kept the old value.
No, that's not how it worked. The related change in 4d65f68 was:
for (unsigned i = 0; i < MAX_FEEDBACK_BUFFERS; i++) {
- linked_shader->info.TransformFeedback.BufferStride[i] = 0;
+ prog->TransformFeedback.BufferStride[i] = 0;
}
There was no check previously we just reset everything.
The problem is that previously each stage had its own copy of a
BufferStride array. There was no need for this as xfb only applies to
the last stage in the pipeline before the fragment shader.
4d65f68 changed it so that we share a single BufferStride array across
the program instead, this allowed simplifications elsewhere and reduced
the amount of data needed for shader cache. I assume the issue is that
if we have a fragment shader attached then the array would get
incorrectly reset.
Please see my reply to v2 for a suggested fix. Please let me know if
that doesn't fix it.
I'm sending a new version.
-
for (unsigned i = 0; i < num_shaders; i++) {
struct gl_shader *shader = shader_list[i];
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