zink: flag all assigned output slots as mapped

this ensures types which consume more than 1 slot are effectively tagged
so that the next stage inputs are also assigned properly

fixes:
spec@arb_enhanced_layouts@execution@component-layout@vs-fs-array-dvec3

cc: mesa-stable

Reviewed-by: Timur Kristóf <timur.kristof@gmail.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/18444>
This commit is contained in:
Mike Blumenkrantz
2022-04-07 10:14:10 -04:00
committed by Marge Bot
parent c48c53c21f
commit a0f6fecc6a
3 changed files with 7 additions and 6 deletions

View File

@@ -216,7 +216,6 @@ spec@!opengl 1.0@rasterpos@glsl_vs_tes_linked,Fail
spec@arb_arrays_of_arrays@execution@image_store@basic-imagestore-mixed-const-non-const-uniform-index,Fail
spec@arb_arrays_of_arrays@execution@image_store@basic-imagestore-mixed-const-non-const-uniform-index2,Fail
spec@arb_arrays_of_arrays@execution@image_store@basic-imagestore-non-const-uniform-index,Fail
spec@arb_enhanced_layouts@execution@component-layout@vs-fs-array-dvec3,Fail
spec@arb_fragment_program_shadow@tex-shadow1d,Fail
spec@arb_fragment_program_shadow@tex-shadow2d,Fail
spec@arb_fragment_program_shadow@tex-shadow2drect,Fail

View File

@@ -55,7 +55,6 @@ spec@arb_arrays_of_arrays@execution@image_store@basic-imagestore-mixed-const-non
spec@arb_arrays_of_arrays@execution@image_store@basic-imagestore-non-const-uniform-index,Fail
spec@arb_bindless_texture@compiler@samplers@arith-bound-sampler-texture2d.frag,Crash
spec@arb_depth_texture@depth-tex-modes,Fail
spec@arb_enhanced_layouts@execution@component-layout@vs-fs-array-dvec3,Fail
spec@arb_fragment_program_shadow@tex-shadow1d,Fail
spec@arb_fragment_program_shadow@tex-shadow2d,Fail
spec@arb_fragment_program_shadow@tex-shadow2drect,Fail

View File

@@ -1396,11 +1396,14 @@ assign_producer_var_io(gl_shader_stage stage, nir_variable *var, unsigned *reser
}
if (slot_map[slot] == 0xff) {
assert(*reserved < MAX_VARYING);
slot_map[slot] = *reserved;
if (stage == MESA_SHADER_TESS_EVAL && var->data.mode == nir_var_shader_in && !var->data.patch)
*reserved += glsl_count_vec4_slots(glsl_get_array_element(var->type), false, false);
unsigned num_slots;
if (nir_is_arrayed_io(var, stage))
num_slots = glsl_count_vec4_slots(glsl_get_array_element(var->type), false, false);
else
*reserved += glsl_count_vec4_slots(var->type, false, false);
num_slots = glsl_count_vec4_slots(var->type, false, false);
assert(*reserved + num_slots <= MAX_VARYING);
for (unsigned i = 0; i < num_slots; i++)
slot_map[slot + i] = (*reserved)++;
}
slot = slot_map[slot];
assert(slot < MAX_VARYING);