mesa: validate sampler type across the whole program

Currently we were only making sure types were the same within a
single stage. This looks to have regressed with 953a0af8e3.

Fixes: 953a0af8e3 ("mesa: validate sampler uniforms during gluniform calls")

Reviewed-by: Nicolai Hähnle <nicolai.haehnle@amd.com>
Reviewed-by: Tapani Pälli <tapani.palli@intel.com>
https://bugs.freedesktop.org/show_bug.cgi?id=97524
This commit is contained in:
Timothy Arceri 2017-04-21 17:04:10 +10:00
parent 918cec8cbe
commit d682f8aa8e
3 changed files with 28 additions and 5 deletions

View File

@ -972,6 +972,8 @@ _mesa_uniform(GLint location, GLsizei count, const GLvoid *values,
*/
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];

View File

@ -67,11 +67,15 @@ void
_mesa_update_shader_textures_used(struct gl_shader_program *shProg,
struct gl_program *prog)
{
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];
assert(shader);
memset(prog->TexturesUsed, 0, sizeof(prog->TexturesUsed));
shProg->SamplersValidated = GL_TRUE;
GLbitfield mask = prog->SamplersUsed;
while (mask) {
const int s = u_bit_scan(&mask);
GLuint unit = prog->SamplerUnits[s];
@ -87,8 +91,20 @@ _mesa_update_shader_textures_used(struct gl_shader_program *shProg,
* 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);
}

View File

@ -3117,6 +3117,11 @@ _mesa_glsl_link_shader(struct gl_context *ctx, struct gl_shader_program *prog)
}
if (prog->data->LinkStatus) {
/* Reset sampler validated to true, validation happens via the
* LinkShader call below.
*/
prog->SamplersValidated = GL_TRUE;
if (!ctx->Driver.LinkShader(ctx, prog)) {
prog->data->LinkStatus = linking_failure;
}