mesa: Validate sampler settings using uniform storage
Rather than looking at the settings in individual assembly programs, look at the settings in the top-level uniform values. The old code was flawed because examining each shader stage in isolation could allow inconsitent usage across stages (e.g., bind unit 0 to a sampler2D in the vertex shader and sampler1DShadow in the fragment shader). Signed-off-by: Ian Romanick <ian.d.romanick@intel.com> Reviewed-by: Eric Anholt <eric@anholt.net> Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
This commit is contained in:
@@ -927,62 +927,6 @@ _mesa_use_program(struct gl_context *ctx, struct gl_shader_program *shProg)
|
||||
ctx->Driver.UseProgram(ctx, shProg);
|
||||
}
|
||||
|
||||
|
||||
/**
|
||||
* Validate a program's samplers.
|
||||
* Specifically, check that there aren't two samplers of different types
|
||||
* pointing to the same texture unit.
|
||||
* \return GL_TRUE if valid, GL_FALSE if invalid
|
||||
*/
|
||||
static GLboolean
|
||||
validate_samplers(const struct gl_program *prog, char *errMsg)
|
||||
{
|
||||
static const char *targetName[] = {
|
||||
"TEXTURE_BUFFER",
|
||||
"TEXTURE_2D_ARRAY",
|
||||
"TEXTURE_1D_ARRAY",
|
||||
"TEXTURE_EXTERNAL",
|
||||
"TEXTURE_CUBE",
|
||||
"TEXTURE_3D",
|
||||
"TEXTURE_RECT",
|
||||
"TEXTURE_2D",
|
||||
"TEXTURE_1D",
|
||||
};
|
||||
GLint targetUsed[MAX_COMBINED_TEXTURE_IMAGE_UNITS];
|
||||
GLbitfield samplersUsed = prog->SamplersUsed;
|
||||
GLuint i;
|
||||
|
||||
STATIC_ASSERT(Elements(targetName) == NUM_TEXTURE_TARGETS);
|
||||
|
||||
if (samplersUsed == 0x0)
|
||||
return GL_TRUE;
|
||||
|
||||
for (i = 0; i < Elements(targetUsed); i++)
|
||||
targetUsed[i] = -1;
|
||||
|
||||
/* walk over bits which are set in 'samplers' */
|
||||
while (samplersUsed) {
|
||||
GLuint unit;
|
||||
gl_texture_index target;
|
||||
GLint sampler = _mesa_ffs(samplersUsed) - 1;
|
||||
assert(sampler >= 0);
|
||||
assert(sampler < Elements(prog->SamplerUnits));
|
||||
unit = prog->SamplerUnits[sampler];
|
||||
target = prog->SamplerTargets[sampler];
|
||||
if (targetUsed[unit] != -1 && targetUsed[unit] != (int) target) {
|
||||
_mesa_snprintf(errMsg, 100,
|
||||
"Texture unit %d is accessed both as %s and %s",
|
||||
unit, targetName[targetUsed[unit]], targetName[target]);
|
||||
return GL_FALSE;
|
||||
}
|
||||
targetUsed[unit] = target;
|
||||
samplersUsed ^= (1 << sampler);
|
||||
}
|
||||
|
||||
return GL_TRUE;
|
||||
}
|
||||
|
||||
|
||||
/**
|
||||
* Do validation of the given shader program.
|
||||
* \param errMsg returns error message if validation fails.
|
||||
@@ -1018,12 +962,8 @@ validate_shader_program(const struct gl_shader_program *shProg,
|
||||
* Check: any two active samplers in the current program object are of
|
||||
* different types, but refer to the same texture image unit,
|
||||
*/
|
||||
for (i = 0; i < Elements(shProg->_LinkedShaders); i++) {
|
||||
if (shProg->_LinkedShaders[i]
|
||||
&& !validate_samplers(shProg->_LinkedShaders[i]->Program, errMsg)) {
|
||||
return GL_FALSE;
|
||||
}
|
||||
}
|
||||
if (!_mesa_sampler_uniforms_are_valid(shProg, errMsg, 100))
|
||||
return GL_FALSE;
|
||||
|
||||
return GL_TRUE;
|
||||
}
|
||||
|
Reference in New Issue
Block a user