From c3294ca5a13cf3f0eb3d9907a46ff8ce4bc2963b Mon Sep 17 00:00:00 2001 From: Kenneth Graunke Date: Wed, 2 Sep 2015 10:42:57 -0700 Subject: [PATCH] glsl: Handle attribute aliasing in attribute storage limit check. In various versions of OpenGL and GLSL, it's possible to declare multiple VS input variables with aliasing attribute locations. So, when computing the storage requirements for vertex attributes, we can't simply add up the sizes. Instead, we need to look at the enabled slots. This patch begins tracking which attributes are double types that are larger than 128-bits (i.e. take up two vec4 slots). We then count normal attributes once, and count the double-size attributes a second time. Fixes deQP functional.attribute_location.bind_aliasing.max_cond_* tests on i965, which regressed with commit ad208d975a6d3aebe14f7c2c16039ee20. No Piglit changes on llvmpipe (which actually supports dvecs). Cc: "10.6 11.0" Tested-by: Mark Janes Reviewed-by: Ilia Mirkin Reviewed-by: Dave Airlie Signed-off-by: Kenneth Graunke --- src/glsl/linker.cpp | 64 ++++++++++++++++++++++++++++++----------------------- 1 file changed, 36 insertions(+), 28 deletions(-) diff --git a/src/glsl/linker.cpp b/src/glsl/linker.cpp index bc5e55b..01554bc 100644 --- a/src/glsl/linker.cpp +++ b/src/glsl/linker.cpp @@ -2339,6 +2339,7 @@ assign_attribute_or_color_locations(gl_shader_program *prog, */ unsigned used_locations = (max_index >= 32) ? ~0 : ~((1 << max_index) - 1); + unsigned double_storage_locations = 0; assert((target_index == MESA_SHADER_VERTEX) || (target_index == MESA_SHADER_FRAGMENT)); @@ -2452,34 +2453,6 @@ assign_attribute_or_color_locations(gl_shader_program *prog, const unsigned slots = var->type->count_attribute_slots(); - /* From GL4.5 core spec, section 11.1.1 (Vertex Attributes): - * - * "A program with more than the value of MAX_VERTEX_ATTRIBS active - * attribute variables may fail to link, unless device-dependent - * optimizations are able to make the program fit within available - * hardware resources. For the purposes of this test, attribute variables - * of the type dvec3, dvec4, dmat2x3, dmat2x4, dmat3, dmat3x4, dmat4x3, - * and dmat4 may count as consuming twice as many attributes as equivalent - * single-precision types. While these types use the same number of - * generic attributes as their single-precision equivalents, - * implementations are permitted to consume two single-precision vectors - * of internal storage for each three- or four-component double-precision - * vector." - * Until someone has a good reason in Mesa, enforce that now. - */ - if (target_index == MESA_SHADER_VERTEX) { - total_attribs_size += slots; - if (var->type->without_array() == glsl_type::dvec3_type || - var->type->without_array() == glsl_type::dvec4_type || - var->type->without_array() == glsl_type::dmat2x3_type || - var->type->without_array() == glsl_type::dmat2x4_type || - var->type->without_array() == glsl_type::dmat3_type || - var->type->without_array() == glsl_type::dmat3x4_type || - var->type->without_array() == glsl_type::dmat4x3_type || - var->type->without_array() == glsl_type::dmat4_type) - total_attribs_size += slots; - } - /* If the variable is not a built-in and has a location statically * assigned in the shader (presumably via a layout qualifier), make sure * that it doesn't collide with other assigned locations. Otherwise, @@ -2594,6 +2567,38 @@ assign_attribute_or_color_locations(gl_shader_program *prog, } used_locations |= (use_mask << attr); + + /* From the GL 4.5 core spec, section 11.1.1 (Vertex Attributes): + * + * "A program with more than the value of MAX_VERTEX_ATTRIBS + * active attribute variables may fail to link, unless + * device-dependent optimizations are able to make the program + * fit within available hardware resources. For the purposes + * of this test, attribute variables of the type dvec3, dvec4, + * dmat2x3, dmat2x4, dmat3, dmat3x4, dmat4x3, and dmat4 may + * count as consuming twice as many attributes as equivalent + * single-precision types. While these types use the same number + * of generic attributes as their single-precision equivalents, + * implementations are permitted to consume two single-precision + * vectors of internal storage for each three- or four-component + * double-precision vector." + * + * Mark this attribute slot as taking up twice as much space + * so we can count it properly against limits. According to + * issue (3) of the GL_ARB_vertex_attrib_64bit behavior, this + * is optional behavior, but it seems preferable. + */ + const glsl_type *type = var->type->without_array(); + if (type == glsl_type::dvec3_type || + type == glsl_type::dvec4_type || + type == glsl_type::dmat2x3_type || + type == glsl_type::dmat2x4_type || + type == glsl_type::dmat3_type || + type == glsl_type::dmat3x4_type || + type == glsl_type::dmat4x3_type || + type == glsl_type::dmat4_type) { + double_storage_locations |= (use_mask << attr); + } } continue; @@ -2605,6 +2610,9 @@ assign_attribute_or_color_locations(gl_shader_program *prog, } if (target_index == MESA_SHADER_VERTEX) { + unsigned total_attribs_size = + _mesa_bitcount(used_locations & ((1 << max_index) - 1)) + + _mesa_bitcount(double_storage_locations); if (total_attribs_size > max_index) { linker_error(prog, "attempt to use %d vertex attribute slots only %d available ", -- 2.7.4