mesa: validate sampler uniforms during gluniform calls

Patch fixes 'glsl-2types-of-textures-on-same-unit' in WebGL conformance
test suite. No Piglit regressions, fixes gl-2.0-active-sampler-conflict.

To avoid adding potentially heavy check during draw (valid_to_render),
check is done during uniform updates by inspecting TexturesUsed mask.

A new boolean variable is introduced to cache validation state.

v2: take into account case where 2 uniforms use same unit (curro)
    also do the check only when SSO is not in use, SSO has own
    path for sampler validation.

Signed-off-by: Tapani Pälli <tapani.palli@intel.com>
Reviewed-by: Francisco Jerez <currojerez@riseup.net>
This commit is contained in:
Tapani Pälli 2014-10-14 12:39:54 +03:00
parent 01d94193ac
commit 953a0af8e3
4 changed files with 35 additions and 34 deletions

View File

@ -133,6 +133,7 @@
#include "program/prog_print.h"
#include "math/m_matrix.h"
#include "main/dispatch.h" /* for _gloffset_COUNT */
#include "uniforms.h"
#ifdef USE_SPARC_ASM
#include "sparc/sparc.h"
@ -1949,6 +1950,17 @@ _mesa_valid_to_render(struct gl_context *ctx, const char *where)
}
}
/* If a program is active and SSO not in use, check if validation of
* samplers succeeded for the active program. */
if (ctx->_Shader->ActiveProgram && ctx->_Shader != ctx->Pipeline.Current) {
char errMsg[100];
if (!_mesa_sampler_uniforms_are_valid(ctx->_Shader->ActiveProgram,
errMsg, 100)) {
_mesa_error(ctx, GL_INVALID_OPERATION, "%s", errMsg);
return GL_FALSE;
}
}
if (ctx->DrawBuffer->_Status != GL_FRAMEBUFFER_COMPLETE_EXT) {
_mesa_error(ctx, GL_INVALID_FRAMEBUFFER_OPERATION_EXT,
"%s(incomplete framebuffer)", where);

View File

@ -2884,6 +2884,7 @@ struct gl_shader_program
GLboolean LinkStatus; /**< GL_LINK_STATUS */
GLboolean Validated;
GLboolean _Used; /**< Ever used for drawing? */
GLboolean SamplersValidated; /**< Samplers validated against texture units? */
GLchar *InfoLog;
unsigned Version; /**< GLSL version used for linking */

View File

@ -1064,42 +1064,16 @@ extern "C" bool
_mesa_sampler_uniforms_are_valid(const struct gl_shader_program *shProg,
char *errMsg, size_t errMsgLength)
{
const glsl_type *unit_types[MAX_COMBINED_TEXTURE_IMAGE_UNITS];
/* Shader does not have samplers. */
if (shProg->NumUserUniformStorage == 0)
return true;
memset(unit_types, 0, sizeof(unit_types));
for (unsigned i = 0; i < shProg->NumUserUniformStorage; i++) {
const struct gl_uniform_storage *const storage =
&shProg->UniformStorage[i];
const glsl_type *const t = (storage->type->is_array())
? storage->type->fields.array : storage->type;
if (!t->is_sampler())
continue;
const unsigned count = MAX2(1, storage->type->array_size());
for (unsigned j = 0; j < count; j++) {
const unsigned unit = storage->storage[j].i;
/* 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 (unit_types[unit] == NULL) {
unit_types[unit] = t;
} else if (unit_types[unit] != t) {
_mesa_snprintf(errMsg, errMsgLength,
"Texture unit %d is accessed both as %s and %s",
unit, unit_types[unit]->name, t->name);
return false;
}
}
if (!shProg->SamplersValidated) {
_mesa_snprintf(errMsg, errMsgLength,
"active samplers with a different type "
"refer to the same texture image unit");
return false;
}
return true;
}

View File

@ -75,12 +75,26 @@ _mesa_update_shader_textures_used(struct gl_shader_program *shProg,
memcpy(prog->SamplerUnits, shader->SamplerUnits, sizeof(prog->SamplerUnits));
memset(prog->TexturesUsed, 0, sizeof(prog->TexturesUsed));
shProg->SamplersValidated = GL_TRUE;
for (s = 0; s < MAX_SAMPLERS; s++) {
if (prog->SamplersUsed & (1 << s)) {
GLuint unit = shader->SamplerUnits[s];
GLuint tgt = shader->SamplerTargets[s];
assert(unit < Elements(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;
prog->TexturesUsed[unit] |= (1 << tgt);
}
}