intel/compiler: properly size attribute wa_flags array for Vulkan

Mesa will map user defined vertex input attributes to slots
starting at VERT_ATTRIB_GENERIC0 which gives us room for only 16
slots (up to GL_VERT_ATTRIB_MAX). This sufficient for GL, where
we expose exactly 16 vertex attributes for user defined inputs, but
in Vulkan we can expose up to 28 (which are also mapped from
VERT_ATTRIB_GENERIC0 onwards) so we need to account for this when
we scope the size of the array of attribute workaround flags
that is used during the brw_vertex_workarounds NIR pass. This
prevents out-of-bounds accesses in that array for NIR shaders
that use more than 16 vertex input attributes.

Fixes:
dEQP-VK.pipeline.vertex_input.max_attributes.*

Acked-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
This commit is contained in:
Iago Toral Quiroga 2017-07-21 10:26:31 +02:00
parent 9d41ec2182
commit 81615ad444

View file

@ -188,6 +188,15 @@ struct brw_sampler_prog_key_data {
#define BRW_ATTRIB_WA_SIGN 32 /* interpret as signed in shader */
#define BRW_ATTRIB_WA_SCALE 64 /* interpret as scaled in shader */
/**
* OpenGL attribute slots fall in [0, VERT_ATTRIB_MAX - 1] with the range
* [VERT_ATTRIB_GENERIC0, VERT_ATTRIB_MAX - 1] reserved for up to 16 user
* input vertex attributes. In Vulkan, we expose up to 28 user vertex input
* attributes that are mapped to slots also starting at VERT_ATTRIB_GENERIC0.
*/
#define MAX_GL_VERT_ATTRIB VERT_ATTRIB_MAX
#define MAX_VK_VERT_ATTRIB (VERT_ATTRIB_GENERIC0 + 28)
/** The program key for Vertex Shaders. */
struct brw_vs_prog_key {
unsigned program_string_id;
@ -196,8 +205,15 @@ struct brw_vs_prog_key {
* Per-attribute workaround flags
*
* For each attribute, a combination of BRW_ATTRIB_WA_*.
*
* For OpenGL, where we expose a maximum of 16 user input atttributes
* we only need up to VERT_ATTRIB_MAX slots, however, in Vulkan
* slots preceding VERT_ATTRIB_GENERIC0 are unused and we can
* expose up to 28 user input vertex attributes that are mapped to slots
* starting at VERT_ATTRIB_GENERIC0, so this array needs to be large
* enough to hold this many slots.
*/
uint8_t gl_attrib_wa_flags[VERT_ATTRIB_MAX];
uint8_t gl_attrib_wa_flags[MAX2(MAX_GL_VERT_ATTRIB, MAX_VK_VERT_ATTRIB)];
bool copy_edgeflag:1;