Re: [Mesa-dev] [PATCH] mesa: Fix glGetActiveAttribute for gl_VertexID when lowered.

2014-08-09 Thread Ian Romanick
On 08/09/2014 10:54 AM, Kenneth Graunke wrote:
> The lower_vertex_id pass converts uses of the gl_VertexID system value
> to the gl_BaseVertex and gl_VertexIDMESA system values.  Since
> gl_VertexID is no longer accessed, it would not be considered active.
> 
> Of course, it should be, since the shader uses gl_VertexID.
> 
> v2: Move the var->name dereference past the var != NULL check.

Right... which I didn't notice before because the var != NULL check is
hidden in is_active_attrib.  D'oh.

Reviewed-by: Ian Romanick 

> Signed-off-by: Kenneth Graunke 
> ---
>  src/mesa/main/shader_query.cpp | 14 +-
>  1 file changed, 13 insertions(+), 1 deletion(-)
> 
> [15:31]  idr: gles3conform-v5-wip is not doing well. 
> getactiveattribute_index_more_than_num_attribs test segfaults in 
> src/mesa/main/shader_query.cpp:132. You can reproduce it on IVB too.
> [15:43]  aw crap.
> [15:43]  anujp: I guess Kayden's series needs a bit more work. :(
> 
> This fixes that test.  I haven't run other tests on v2 of this, but
> I don't really think I need to.  I literally just moved the var_name
> declaration down a bit.
> 
> diff --git a/src/mesa/main/shader_query.cpp b/src/mesa/main/shader_query.cpp
> index 4871d09..766ad29 100644
> --- a/src/mesa/main/shader_query.cpp
> +++ b/src/mesa/main/shader_query.cpp
> @@ -93,6 +93,7 @@ is_active_attrib(const ir_variable *var)
> * and gl_InstanceID."
> */
>return var->data.location == SYSTEM_VALUE_VERTEX_ID ||
> + var->data.location == SYSTEM_VALUE_VERTEX_ID_ZERO_BASE ||
>   var->data.location == SYSTEM_VALUE_INSTANCE_ID;
>  
> default:
> @@ -133,7 +134,18 @@ _mesa_GetActiveAttrib(GLhandleARB program, GLuint 
> desired_index,
>   continue;
>  
>if (current_index == desired_index) {
> -  _mesa_copy_string(name, maxLength, length, var->name);
> + const char *var_name = var->name;
> +
> + /* Since gl_VertexID may be lowered to gl_VertexIDMESA, we need to
> +  * consider gl_VertexIDMESA as gl_VertexID for purposes of checking
> +  * active attributes.
> +  */
> + if (var->data.mode == ir_var_system_value &&
> + var->data.location == SYSTEM_VALUE_VERTEX_ID_ZERO_BASE) {
> +var_name = "gl_VertexID";
> + }
> +
> +  _mesa_copy_string(name, maxLength, length, var_name);
>  
>if (size)
>   *size = (var->type->is_array()) ? var->type->length : 1;
> 

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[Mesa-dev] [PATCH] mesa: Fix glGetActiveAttribute for gl_VertexID when lowered.

2014-08-09 Thread Kenneth Graunke
The lower_vertex_id pass converts uses of the gl_VertexID system value
to the gl_BaseVertex and gl_VertexIDMESA system values.  Since
gl_VertexID is no longer accessed, it would not be considered active.

Of course, it should be, since the shader uses gl_VertexID.

v2: Move the var->name dereference past the var != NULL check.

Signed-off-by: Kenneth Graunke 
---
 src/mesa/main/shader_query.cpp | 14 +-
 1 file changed, 13 insertions(+), 1 deletion(-)

[15:31]  idr: gles3conform-v5-wip is not doing well. 
getactiveattribute_index_more_than_num_attribs test segfaults in 
src/mesa/main/shader_query.cpp:132. You can reproduce it on IVB too.
[15:43]  aw crap.
[15:43]  anujp: I guess Kayden's series needs a bit more work. :(

This fixes that test.  I haven't run other tests on v2 of this, but
I don't really think I need to.  I literally just moved the var_name
declaration down a bit.

diff --git a/src/mesa/main/shader_query.cpp b/src/mesa/main/shader_query.cpp
index 4871d09..766ad29 100644
--- a/src/mesa/main/shader_query.cpp
+++ b/src/mesa/main/shader_query.cpp
@@ -93,6 +93,7 @@ is_active_attrib(const ir_variable *var)
* and gl_InstanceID."
*/
   return var->data.location == SYSTEM_VALUE_VERTEX_ID ||
+ var->data.location == SYSTEM_VALUE_VERTEX_ID_ZERO_BASE ||
  var->data.location == SYSTEM_VALUE_INSTANCE_ID;
 
default:
@@ -133,7 +134,18 @@ _mesa_GetActiveAttrib(GLhandleARB program, GLuint 
desired_index,
  continue;
 
   if (current_index == desired_index) {
-_mesa_copy_string(name, maxLength, length, var->name);
+ const char *var_name = var->name;
+
+ /* Since gl_VertexID may be lowered to gl_VertexIDMESA, we need to
+  * consider gl_VertexIDMESA as gl_VertexID for purposes of checking
+  * active attributes.
+  */
+ if (var->data.mode == ir_var_system_value &&
+ var->data.location == SYSTEM_VALUE_VERTEX_ID_ZERO_BASE) {
+var_name = "gl_VertexID";
+ }
+
+_mesa_copy_string(name, maxLength, length, var_name);
 
 if (size)
*size = (var->type->is_array()) ? var->type->length : 1;
-- 
2.0.2

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