On Wed, Sep 2, 2015 at 2:20 PM, Kenneth Graunke <kenn...@whitecape.org> wrote: > In various versions of OpenGL and GLSL, it's possible to declare > multiple VS input variables with aliasing attribute locations. > > So, when computing the storage requirements for vertex attributes, > we can't simply add up the sizes. Instead, we need to look at the > enabled slots. > > This patch begins tracking which attributes are double types that > are larger than 128-bits (i.e. take up two vec4 slots). We then > count normal attributes once, and count the double-size attributes > a second time. > > Fixes deQP functional.attribute_location.bind_aliasing.max_cond_* tests > on i965, which regressed with commit ad208d975a6d3aebe14f7c2c16039ee20.
This is all subtle stuff. I'd feel a whole lot better if there were some piglit coverage for this. > > Cc: "10.6 11.0" <mesa-sta...@lists.freedesktop.org> > Cc: Matt Turner <matts...@gmail.com. > Cc: Ilia Mirkin <imir...@alum.mit.edu> > Cc: Dave Airlie <airl...@gmail.com> > Signed-off-by: Kenneth Graunke <kenn...@whitecape.org> > --- > src/glsl/linker.cpp | 64 > ++++++++++++++++++++++++++++++----------------------- > 1 file changed, 36 insertions(+), 28 deletions(-) > > diff --git a/src/glsl/linker.cpp b/src/glsl/linker.cpp > index 47f7d25..934062f 100644 > --- a/src/glsl/linker.cpp > +++ b/src/glsl/linker.cpp > @@ -2339,6 +2339,7 @@ assign_attribute_or_color_locations(gl_shader_program > *prog, > */ > unsigned used_locations = (max_index >= 32) > ? ~0 : ~((1 << max_index) - 1); > + unsigned double_storage_locations = 0; > > assert((target_index == MESA_SHADER_VERTEX) > || (target_index == MESA_SHADER_FRAGMENT)); > @@ -2452,34 +2453,6 @@ assign_attribute_or_color_locations(gl_shader_program > *prog, > > const unsigned slots = var->type->count_attribute_slots(); > > - /* From GL4.5 core spec, section 11.1.1 (Vertex Attributes): > - * > - * "A program with more than the value of MAX_VERTEX_ATTRIBS active > - * attribute variables may fail to link, unless device-dependent > - * optimizations are able to make the program fit within available > - * hardware resources. For the purposes of this test, attribute > variables > - * of the type dvec3, dvec4, dmat2x3, dmat2x4, dmat3, dmat3x4, dmat4x3, > - * and dmat4 may count as consuming twice as many attributes as > equivalent > - * single-precision types. While these types use the same number of > - * generic attributes as their single-precision equivalents, > - * implementations are permitted to consume two single-precision > vectors > - * of internal storage for each three- or four-component > double-precision > - * vector." > - * Until someone has a good reason in Mesa, enforce that now. > - */ > - if (target_index == MESA_SHADER_VERTEX) { > - total_attribs_size += slots; > - if (var->type->without_array() == glsl_type::dvec3_type || > - var->type->without_array() == glsl_type::dvec4_type || > - var->type->without_array() == glsl_type::dmat2x3_type || > - var->type->without_array() == glsl_type::dmat2x4_type || > - var->type->without_array() == glsl_type::dmat3_type || > - var->type->without_array() == glsl_type::dmat3x4_type || > - var->type->without_array() == glsl_type::dmat4x3_type || > - var->type->without_array() == glsl_type::dmat4_type) > - total_attribs_size += slots; > - } > - > /* If the variable is not a built-in and has a location statically > * assigned in the shader (presumably via a layout qualifier), make > sure > * that it doesn't collide with other assigned locations. Otherwise, > @@ -2594,6 +2567,38 @@ assign_attribute_or_color_locations(gl_shader_program > *prog, > } > > used_locations |= (use_mask << attr); > + > + /* From the GL 4.5 core spec, section 11.1.1 (Vertex Attributes): > + * > + * "A program with more than the value of MAX_VERTEX_ATTRIBS > + * active attribute variables may fail to link, unless > + * device-dependent optimizations are able to make the program > + * fit within available hardware resources. For the purposes > + * of this test, attribute variables of the type dvec3, dvec4, > + * dmat2x3, dmat2x4, dmat3, dmat3x4, dmat4x3, and dmat4 may > + * count as consuming twice as many attributes as equivalent > + * single-precision types. While these types use the same number > + * of generic attributes as their single-precision equivalents, > + * implementations are permitted to consume two single-precision > + * vectors of internal storage for each three- or four-component > + * double-precision vector." > + * > + * 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. > + */ > + const glsl_type *type = var->type->without_array(); > + if (type == glsl_type::dvec3_type || > + type == glsl_type::dvec4_type || > + type == glsl_type::dmat2x3_type || > + type == glsl_type::dmat2x4_type || > + type == glsl_type::dmat3_type || > + type == glsl_type::dmat3x4_type || > + type == glsl_type::dmat4x3_type || > + type == glsl_type::dmat4_type) { > + double_storage_locations |= (use_mask << attr); > + } > } > > continue; > @@ -2605,6 +2610,9 @@ assign_attribute_or_color_locations(gl_shader_program > *prog, > } > > if (target_index == MESA_SHADER_VERTEX) { > + unsigned total_attribs_size = > + _mesa_bitcount(used_locations & ((1 << max_index) - 1)) + > + _mesa_bitcount(double_storage_locations); Does this also need the & ((1 << max_index) - 1) treatment? [Well, not _need_ but seems like it'd avoid needlessly counting things?] > if (total_attribs_size > max_index) { > linker_error(prog, > "attempt to use %d vertex attribute slots only %d > available ", > -- > 2.5.0 > _______________________________________________ mesa-dev mailing list mesa-dev@lists.freedesktop.org http://lists.freedesktop.org/mailman/listinfo/mesa-dev