This reduces some of the craziness required for handling buffer
blocks. The problem is each shader stage holds its own information
about a block in memory, we were copying that information to a
program wide list but the per stage information remained meaning
when a binding was updated we needed to update all versions of it.
This changes the per stage blocks to instead point to a single
version of the block information in the program list.
Acked-by: Kenneth Graunke <kenneth@whitecape.org>
Before we would always report 16 for both and we would only fail if either
one exceeded 16. Now we fail if the maximum for each is exceeded, even if
it is smaller than 16 and we report the correct maximum.
Also, expand the size of to_assign[] to 32. There is code at the top
of the function handling max_index up to 32, so this just makes the
code more consistent.
Reviewed-by: Timothy Arceri <timothy.arceri@collabora.com>
This fixes a crash in
dEQP-GLES3.functional.transform_feedback.array_element.separate.points.lowp_mat3x2
and likely others. The vertex shader has > 16 input variables (without
explicit locations), which causes us to index outside of the to_assign
array.
Signed-off-by: Ilia Mirkin <imirkin@alum.mit.edu>
Reviewed-by: Timothy Arceri <timothy.arceri@collabora.com>
Cc: "11.1 11.2" <mesa-stable@lists.freedesktop.org>
Commit 65dfb30 added exec_list EmptyUniformLocations, but only
initialized the list if ARB_explicit_uniform_location was enabled,
leading to crashes if the extension was not available.
Cc: "11.2" <mesa-stable@lists.freedesktop.org>
Reviewed-by: Tapani Pälli <tapani.palli@intel.com>
This patch moves the calculation of current uniforms to
link_uniforms, which makes use of UniformRemapTable which
stores all the reserved uniform locations.
Location assignment for implicit uniforms now tries to use
any gaps left in the table after the location assignment
for explicit uniforms. This gives us more space to store more
uniforms.
Patch is based on earlier patch with following changes/additions:
1: Move the counting of explicit locations to
check_explicit_uniform_locations and then pass
the number to link_assign_uniform_locations.
2: Count the number of empty slots in UniformRemapTable
and store them in a list_head.
3: Try to find an empty slot for implicit locations from
the list, if that fails resize UniformRemapTable.
Fixes following CTS tests:
ES31-CTS.explicit_uniform_location.uniform-loc-mix-with-implicit-max
ES31-CTS.explicit_uniform_location.uniform-loc-mix-with-implicit-max-array
Signed-off-by: Tapani Pälli <tapani.palli@intel.com>
Signed-off-by: Plamena Manolova <plamena.manolova@intel.com>
Reviewed-by: Ilia Mirkin <imirkin@alum.mit.edu>
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=93696
If the only stage is MESA_SHADER_COMPUTE, we should complain that
there's nothing coming out of the geometry shader stage just as
we would if the first stage were MESA_SHADER_FRAGMENT.
Also, it's valid for tessellation shaders to be the stage producing
transform feedback varyings, so mention those in the compiler error.
Found by inspection.
Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Timothy Arceri <timothy.arceri@collabora.com>
The existing code was very hard to follow and has been the source
of at least 3 bugs in the past year.
The existing code also has a bug for SSO where if we have a
multi-stage SSO for example a tes -> gs program, if we try to use
transform feedback with gs the existing code would look for the
transform feedback varyings in the tes stage and fail as it can't
find them.
V2: Add more code comments, always try to remove unused inputs
to the first stage.
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
We really just needed to skip the existing ES < 3.1 check if we have
a compute shader, all other scenarios are already covered.
* No shaders is a link error.
* Geom or Tess without Vertex is a link error which means we always
require a Vertex shader and hence a Fragment shader.
* Finally a Compute shader linked with any other stage is a link error.
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Previously an empty program would go through the entire
link_shaders() function and we would have to be careful
not to cause a segfault.
In core profile also now set link_status to false by
generating an error, it was previously set to true.
From Section 7.3 (PROGRAM OBJECTS) of the OpenGL 4.5 spec:
"Linking can fail for a variety of reasons as specified in the
OpenGL Shading Language Specification, as well as any of the
following reasons:
- No shader objects are attached to program."
V2: Only generate an error in core profile and add spec quote (Ian)
V3: generate error in ES too, remove previous check which was only
applying the rule to GL 4.5/ES 3.1 and above. My understand is that
this spec change is clarifying previously undefined behaviour and
therefore should be applied retrospectively. The ES CTS tests for
this are in ES 2 I suspect it was passing because it would have
generated an error for not having both a vertex and fragment shader.
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
The builtin function shader is part of the builtin state, released
when glReleaseShaderCompiler is called. We must ensure that the
builtins have been (re)initialized before attempting to link with the
builtin shader.
Signed-off-by: Ilia Mirkin <imirkin@alum.mit.edu>
Reviewed-by: Timothy Arceri <timothy.arceri@collabora.com>
Tested-by: Rob Herring <robh@kernel.org>
Cc: mesa-stable@lists.freedesktop.org