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i965: Fix out-of-order sampler unit usage in ARB fragment programs.
ARB fragment programs use texture unit numbers directly, unlike GLSL
which has an extra indirection. If a fragment program only uses one
texture assigned to GL_TEXTURE1, SamplersUsed will only contain a single
bit, which would make us only upload a single surface/sampler state
entry. However, it needs to be the second entry.
Using _mesa_fls() instead of _mesa_bitcount() solves this. For ARB
programs, this makes num_samplers the ID of the highest texture unit
used. Since GLSL uses consecutive integers assigned by the linker,
_mesa_fls() should give the same result as _mesa_bitcount()..
Fixes a regression since 85e8e9e000,
which caused GPU hangs in ETQW (and probably others), as well as
breaking piglit test fp-fragment-position.
v2: Add a comment, as suggested by Matt.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=54098
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=54179
Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Matt Turner <mattst88@gmail.com>
Tested-by: meng <mengmeng.meng@intel.com>
This commit is contained in:
parent
0fc163408e
commit
28f4be9eb9
2 changed files with 5 additions and 2 deletions
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@ -341,7 +341,10 @@ brw_upload_samplers(struct brw_context *brw)
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GLbitfield SamplersUsed = vs->SamplersUsed | fs->SamplersUsed;
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brw->sampler.count = _mesa_bitcount(SamplersUsed);
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/* ARB programs use the texture unit number as the sampler index, so we
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* need to find the highest unit used. A bit-count will not work.
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*/
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brw->sampler.count = _mesa_fls(SamplersUsed);
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if (brw->sampler.count == 0)
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return;
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@ -1250,7 +1250,7 @@ brw_update_texture_surfaces(struct brw_context *brw)
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struct gl_program *vs = (struct gl_program *) brw->vertex_program;
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struct gl_program *fs = (struct gl_program *) brw->fragment_program;
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unsigned num_samplers = _mesa_bitcount(vs->SamplersUsed | fs->SamplersUsed);
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unsigned num_samplers = _mesa_fls(vs->SamplersUsed | fs->SamplersUsed);
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for (unsigned s = 0; s < num_samplers; s++) {
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brw->vs.surf_offset[SURF_INDEX_VS_TEXTURE(s)] = 0;
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