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synced 2026-02-04 19:20:38 +01:00
swrast: Fix fixed-function fragment processing
On i965, _mesa_ir_link_shader is never called. As a consequence, the
current fragment program (ctx->FragmentProgram->_Current) exists but is
invalid because it has no instructions. Yet swrast continued to attempt to
use the empty program.
To avoid using the empty program, this patch 1) defines a new function,
_swrast_use_fragment_program, which checks if the current fragment program
exists and differs from the fixed function fragment program, and, when
appropriate, 2) replaces checks of the form
if (ctx->FragmentProgram->_Current == NULL)
with
if (_swrast_use_fragment_program(ctx))
Fixes the following oglconform regressions on i965/gen6:
api-fogcoord(basic.allCases.log)
api-mtexcoord(basic.allCases.log)
api-seccolor(basic.allCases.log)
api-texcoord(basic.allCases.log)
blend-separate(basic.allCases)
colorsum(basic.allCases.log)
The tests were ran with the GLXFBConfig:
visual x bf lv rg d st colorbuffer sr ax dp st accumbuffer ms cav
id dep cl sp sz l ci b ro r g b a F gb bf th cl r g b a ns b eat
----------------------------------------------------------------------------
0x021 24 tc 0 32 0 r y . 8 8 8 8 . . 0 24 8 0 0 0 0 0 0 None
(Note: I originally believed that the hunk in
_swrast_update_fragment_program was unnecessary. But it is required to fix
blend-separate.)
Note: This is a candidate for the 8.0 branch.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=43327
Reveiwed-by: Eric Anholt <eric@anholt.net>
Reviewed-by: Ian Romanick <idr@freedesktop.org>
Signed-off-by: Chad Versace <chad.versace@linux.intel.com>
(cherry picked from commit 1c0f1dd42a)
This commit is contained in:
parent
203ef2a12b
commit
20da01fecd
9 changed files with 45 additions and 44 deletions
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@ -479,7 +479,7 @@ _swrast_choose_aa_line_function(struct gl_context *ctx)
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ASSERT(ctx->Line.SmoothFlag);
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if (ctx->Texture._EnabledCoordUnits != 0
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|| ctx->FragmentProgram._Current
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|| _swrast_use_fragment_program(ctx)
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|| (ctx->Light.Enabled &&
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ctx->Light.Model.ColorControl == GL_SEPARATE_SPECULAR_COLOR)
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|| ctx->Fog.ColorSumEnabled
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@ -67,7 +67,7 @@ NAME(plot)(struct gl_context *ctx, struct LineInfo *line, int ix, int iy)
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ATTRIB_LOOP_BEGIN
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GLfloat (*attribArray)[4] = line->span.array->attribs[attr];
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if (attr >= FRAG_ATTRIB_TEX0 && attr < FRAG_ATTRIB_VAR0
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&& !ctx->FragmentProgram._Current) {
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&& !_swrast_use_fragment_program(ctx)) {
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/* texcoord w/ divide by Q */
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const GLuint unit = attr - FRAG_ATTRIB_TEX0;
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const GLfloat invQ = solve_plane_recip(fx, fy, line->attrPlane[attr][3]);
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@ -299,7 +299,7 @@ _swrast_set_aa_triangle_function(struct gl_context *ctx)
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ASSERT(ctx->Polygon.SmoothFlag);
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if (ctx->Texture._EnabledCoordUnits != 0
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|| ctx->FragmentProgram._Current
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|| _swrast_use_fragment_program(ctx)
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|| swrast->_FogEnabled
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|| _mesa_need_secondary_color(ctx)) {
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SWRAST_CONTEXT(ctx)->Triangle = general_aa_tri;
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@ -105,7 +105,7 @@ _swrast_update_rasterflags( struct gl_context *ctx )
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}
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if (ctx->FragmentProgram._Current) {
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if (_swrast_use_fragment_program(ctx)) {
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rasterMask |= FRAGPROG_BIT;
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}
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@ -170,7 +170,7 @@ _swrast_update_fog_hint( struct gl_context *ctx )
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{
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SWcontext *swrast = SWRAST_CONTEXT(ctx);
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swrast->_PreferPixelFog = (!swrast->AllowVertexFog ||
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ctx->FragmentProgram._Current ||
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_swrast_use_fragment_program(ctx) ||
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(ctx->Hint.Fog == GL_NICEST &&
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swrast->AllowPixelFog));
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}
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@ -220,13 +220,14 @@ _swrast_update_deferred_texture(struct gl_context *ctx)
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swrast->_DeferredTexture = GL_FALSE;
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}
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else {
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GLboolean use_fprog = _swrast_use_fragment_program(ctx);
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const struct gl_fragment_program *fprog
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= ctx->FragmentProgram._Current;
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if (fprog && (fprog->Base.OutputsWritten & (1 << FRAG_RESULT_DEPTH))) {
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if (use_fprog && (fprog->Base.OutputsWritten & (1 << FRAG_RESULT_DEPTH))) {
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/* Z comes from fragment program/shader */
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swrast->_DeferredTexture = GL_FALSE;
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}
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else if (fprog && fprog->UsesKill) {
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else if (use_fprog && fprog->UsesKill) {
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swrast->_DeferredTexture = GL_FALSE;
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}
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else if (ctx->Query.CurrentOcclusionObject) {
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@ -254,7 +255,8 @@ _swrast_update_fog_state( struct gl_context *ctx )
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(fp->Base.Target == GL_FRAGMENT_PROGRAM_NV));
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/* determine if fog is needed, and if so, which fog mode */
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swrast->_FogEnabled = (fp == NULL && ctx->Fog.Enabled);
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swrast->_FogEnabled = (!_swrast_use_fragment_program(ctx) &&
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ctx->Fog.Enabled);
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}
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@ -265,10 +267,11 @@ _swrast_update_fog_state( struct gl_context *ctx )
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static void
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_swrast_update_fragment_program(struct gl_context *ctx, GLbitfield newState)
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{
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const struct gl_fragment_program *fp = ctx->FragmentProgram._Current;
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if (fp) {
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_mesa_load_state_parameters(ctx, fp->Base.Parameters);
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}
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if (!_swrast_use_fragment_program(ctx))
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return;
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_mesa_load_state_parameters(ctx,
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ctx->FragmentProgram._Current->Base.Parameters);
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}
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@ -286,7 +289,7 @@ _swrast_update_specular_vertex_add(struct gl_context *ctx)
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swrast->SpecularVertexAdd = (separateSpecular
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&& ctx->Texture._EnabledUnits == 0x0
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&& !ctx->FragmentProgram._Current
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&& !_swrast_use_fragment_program(ctx)
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&& !ctx->ATIFragmentShader._Enabled);
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}
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@ -497,7 +500,7 @@ _swrast_update_active_attribs(struct gl_context *ctx)
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/*
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* Compute _ActiveAttribsMask = which fragment attributes are needed.
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*/
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if (ctx->FragmentProgram._Current) {
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if (_swrast_use_fragment_program(ctx)) {
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/* fragment program/shader */
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attribsMask = ctx->FragmentProgram._Current->Base.InputsRead;
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attribsMask &= ~FRAG_BIT_WPOS; /* WPOS is always handled specially */
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@ -30,6 +30,18 @@
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#include "s_fragprog.h"
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#include "s_span.h"
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/**
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* \brief Should swrast use a fragment program?
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*
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* \return true if the current fragment program exists and is not the fixed
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* function fragment program
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*/
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GLboolean
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_swrast_use_fragment_program(struct gl_context *ctx)
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{
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struct gl_fragment_program *fp = ctx->FragmentProgram._Current;
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return fp && fp != ctx->FragmentProgram._TexEnvProgram;
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}
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/**
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* Apply texture object's swizzle (X/Y/Z/W/0/1) to incoming 'texel'
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@ -31,6 +31,8 @@
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struct gl_context;
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GLboolean
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_swrast_use_fragment_program(struct gl_context *ctx);
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extern void
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_swrast_exec_fragment_program(struct gl_context *ctx, SWspan *span);
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@ -236,7 +236,7 @@ _swrast_choose_line( struct gl_context *ctx )
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ASSERT(swrast->Line);
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}
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else if (ctx->Texture._EnabledCoordUnits
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|| ctx->FragmentProgram._Current
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|| _swrast_use_fragment_program(ctx)
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|| swrast->_FogEnabled
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|| specular) {
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USE(general_line);
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@ -139,7 +139,8 @@ _swrast_span_default_attribs(struct gl_context *ctx, SWspan *span)
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for (i = 0; i < ctx->Const.MaxTextureCoordUnits; i++) {
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const GLuint attr = FRAG_ATTRIB_TEX0 + i;
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const GLfloat *tc = ctx->Current.RasterTexCoords[i];
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if (ctx->FragmentProgram._Current || ctx->ATIFragmentShader._Enabled) {
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if (_swrast_use_fragment_program(ctx) ||
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ctx->ATIFragmentShader._Enabled) {
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COPY_4V(span->attrStart[attr], tc);
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}
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else if (tc[3] > 0.0F) {
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@ -498,7 +499,7 @@ interpolate_texcoords(struct gl_context *ctx, SWspan *span)
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swrast_texture_image_const(img);
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needLambda = (obj->Sampler.MinFilter != obj->Sampler.MagFilter)
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|| ctx->FragmentProgram._Current;
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|| _swrast_use_fragment_program(ctx);
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/* LOD is calculated directly in the ansiotropic filter, we can
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* skip the normal lambda function as the result is ignored.
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*/
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@ -518,7 +519,7 @@ interpolate_texcoords(struct gl_context *ctx, SWspan *span)
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if (needLambda) {
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GLuint i;
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if (ctx->FragmentProgram._Current
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if (_swrast_use_fragment_program(ctx)
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|| ctx->ATIFragmentShader._Enabled) {
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/* do perspective correction but don't divide s, t, r by q */
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const GLfloat dwdx = span->attrStepX[FRAG_ATTRIB_WPOS][3];
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@ -559,7 +560,7 @@ interpolate_texcoords(struct gl_context *ctx, SWspan *span)
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}
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else {
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GLuint i;
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if (ctx->FragmentProgram._Current ||
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if (_swrast_use_fragment_program(ctx) ||
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ctx->ATIFragmentShader._Enabled) {
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/* do perspective correction but don't divide s, t, r by q */
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const GLfloat dwdx = span->attrStepX[FRAG_ATTRIB_WPOS][3];
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@ -833,7 +834,7 @@ add_specular(struct gl_context *ctx, SWspan *span)
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GLfloat (*col1)[4] = span->array->attribs[FRAG_ATTRIB_COL1];
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GLuint i;
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ASSERT(!ctx->FragmentProgram._Current);
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ASSERT(!_swrast_use_fragment_program(ctx));
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ASSERT(span->arrayMask & SPAN_RGBA);
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ASSERT(swrast->_ActiveAttribMask & FRAG_BIT_COL1);
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(void) swrast; /* silence warning */
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@ -971,25 +972,7 @@ convert_color_type(SWspan *span, GLenum newType, GLuint output)
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static inline void
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shade_texture_span(struct gl_context *ctx, SWspan *span)
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{
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/* This is a hack to work around drivers such as i965 that:
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*
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* - Set _MaintainTexEnvProgram to generate GLSL IR for
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* fixed-function fragment processing.
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* - Don't call _mesa_ir_link_shader to generate Mesa IR from
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* the GLSL IR.
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* - May use swrast to handle glDrawPixels.
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*
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* Since _mesa_ir_link_shader is never called, there is no Mesa IR
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* to execute. Instead do regular fixed-function processing.
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*
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* It is also worth noting that the software fixed-function path is
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* much faster than the software shader path.
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*/
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const bool use_fragment_program =
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ctx->FragmentProgram._Current
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&& ctx->FragmentProgram._Current != ctx->FragmentProgram._TexEnvProgram;
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if (use_fragment_program ||
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if (_swrast_use_fragment_program(ctx) ||
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ctx->ATIFragmentShader._Enabled) {
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/* programmable shading */
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if (span->primitive == GL_BITMAP && span->array->ChanType != GL_FLOAT) {
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@ -1018,7 +1001,7 @@ shade_texture_span(struct gl_context *ctx, SWspan *span)
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interpolate_wpos(ctx, span);
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/* Run fragment program/shader now */
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if (use_fragment_program) {
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if (_swrast_use_fragment_program(ctx)) {
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_swrast_exec_fragment_program(ctx, span);
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}
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else {
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@ -1151,7 +1134,7 @@ _swrast_write_rgba_span( struct gl_context *ctx, SWspan *span)
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const GLbitfield64 origArrayAttribs = span->arrayAttribs;
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const GLenum origChanType = span->array->ChanType;
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void * const origRgba = span->array->rgba;
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const GLboolean shader = (ctx->FragmentProgram._Current
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const GLboolean shader = (_swrast_use_fragment_program(ctx)
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|| ctx->ATIFragmentShader._Enabled);
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const GLboolean shaderOrTexture = shader || ctx->Texture._EnabledCoordUnits;
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struct gl_framebuffer *fb = ctx->DrawBuffer;
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@ -1326,7 +1309,8 @@ _swrast_write_rgba_span( struct gl_context *ctx, SWspan *span)
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const GLuint numBuffers = fb->_NumColorDrawBuffers;
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const struct gl_fragment_program *fp = ctx->FragmentProgram._Current;
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const GLboolean multiFragOutputs =
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(fp && fp->Base.OutputsWritten >= (1 << FRAG_RESULT_DATA0));
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_swrast_use_fragment_program(ctx)
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&& fp->Base.OutputsWritten >= (1 << FRAG_RESULT_DATA0);
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GLuint buf;
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for (buf = 0; buf < numBuffers; buf++) {
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@ -1038,7 +1038,7 @@ _swrast_choose_triangle( struct gl_context *ctx )
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* needs to be interpolated.
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*/
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if (ctx->Texture._EnabledCoordUnits ||
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ctx->FragmentProgram._Current ||
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_swrast_use_fragment_program(ctx) ||
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ctx->ATIFragmentShader._Enabled ||
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_mesa_need_secondary_color(ctx) ||
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swrast->_FogEnabled) {
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@ -1060,7 +1060,7 @@ _swrast_choose_triangle( struct gl_context *ctx )
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/* First see if we can use an optimized 2-D texture function */
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if (ctx->Texture._EnabledCoordUnits == 0x1
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&& !ctx->FragmentProgram._Current
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&& !_swrast_use_fragment_program(ctx)
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&& !ctx->ATIFragmentShader._Enabled
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&& ctx->Texture._EnabledUnits == 0x1
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&& ctx->Texture.Unit[0]._ReallyEnabled == TEXTURE_2D_BIT
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