On Wednesday, September 02, 2015 02:35:22 PM Ilia Mirkin wrote: > 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?]
Should be fine. The masking off here is actually to undo the earlier code: /* Mark invalid locations as being used. */ unsigned used_locations = (max_index >= 32) ? ~0 : ~((1 << max_index) - 1); i.e. we only want to count real attributes. I initialized my new bitfield to 0, so we only ever counted real attributes in the first place. I thought about initializing them both to 0 and adding in invalid locations after this check, but this was less invasive, and so required less confidence in what I was doing :) > > if (total_attribs_size > max_index) { > > linker_error(prog, > > "attempt to use %d vertex attribute slots only %d > > available ", > > -- > > 2.5.0 > >
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