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 ian.d.roman...@intel.com
Signed-off-by: Kenneth Graunke kenn...@whitecape.org
---
src/mesa/main/shader_query.cpp | 14 +-
1 file changed, 13 insertions(+), 1 deletion(-)
[15:31] anujp 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] idr aw crap.
[15:43] idr 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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