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:
Ian Romanick
2011-11-14 12:11:46 -08:00
parent b527dd65c8
commit 195ee502c3
3 changed files with 48 additions and 62 deletions

View File

@@ -927,62 +927,6 @@ _mesa_use_program(struct gl_context *ctx, struct gl_shader_program *shProg)
ctx->Driver.UseProgram(ctx, 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. * Do validation of the given shader program.
* \param errMsg returns error message if validation fails. * \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 * Check: any two active samplers in the current program object are of
* different types, but refer to the same texture image unit, * different types, but refer to the same texture image unit,
*/ */
for (i = 0; i < Elements(shProg->_LinkedShaders); i++) { if (!_mesa_sampler_uniforms_are_valid(shProg, errMsg, 100))
if (shProg->_LinkedShaders[i]
&& !validate_samplers(shProg->_LinkedShaders[i]->Program, errMsg)) {
return GL_FALSE; return GL_FALSE;
}
}
return GL_TRUE; return GL_TRUE;
} }

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@@ -933,3 +933,46 @@ _mesa_get_uniform_location(struct gl_context *ctx,
return _mesa_uniform_merge_location_offset(location, offset); return _mesa_uniform_merge_location_offset(location, offset);
} }
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];
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;
}
}
}
return true;
}

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@@ -214,6 +214,9 @@ _mesa_propagate_uniforms_to_driver_storage(struct gl_uniform_storage *uni,
extern void extern void
_mesa_update_shader_textures_used(struct gl_program *prog); _mesa_update_shader_textures_used(struct gl_program *prog);
extern bool
_mesa_sampler_uniforms_are_valid(const struct gl_shader_program *shProg,
char *errMsg, size_t errMsgLength);
extern void extern void
_mesa_init_shader_uniform_dispatch(struct _glapi_table *exec); _mesa_init_shader_uniform_dispatch(struct _glapi_table *exec);