Module: Mesa
Branch: master
Commit: 3e817e7e56806d8adb8f16c35136045c29908944
URL:    
http://cgit.freedesktop.org/mesa/mesa/commit/?id=3e817e7e56806d8adb8f16c35136045c29908944

Author: Roland Scheidegger <[email protected]>
Date:   Wed May 14 21:06:23 2014 +0200

mesa/st: fix number of ubos being declared in a shader

Previously the code used the total number of ubos being declared in the
linked program (so the ubos of all shaders combined), use the number
from the particular shader instead.
This fixes an assertion failure with piglit arb_uniform_buffer_object-maxblocks
seen in llvmpipe since 8a9f5ecdb116d0449d63f7b94efbfa8b205d826f as it now emits
code for each declared buffer, not just the ones actually used.

CC: "10.1 10.2" <[email protected]>
Reviewed-by: Brian Paul <[email protected]>

---

 src/mesa/state_tracker/st_glsl_to_tgsi.cpp |    8 +++++---
 1 file changed, 5 insertions(+), 3 deletions(-)

diff --git a/src/mesa/state_tracker/st_glsl_to_tgsi.cpp 
b/src/mesa/state_tracker/st_glsl_to_tgsi.cpp
index f3535c5..79d013d 100644
--- a/src/mesa/state_tracker/st_glsl_to_tgsi.cpp
+++ b/src/mesa/state_tracker/st_glsl_to_tgsi.cpp
@@ -325,6 +325,7 @@ public:
    struct gl_context *ctx;
    struct gl_program *prog;
    struct gl_shader_program *shader_program;
+   struct gl_shader *shader;
    struct gl_shader_compiler_options *options;
 
    int next_temp;
@@ -5096,11 +5097,11 @@ st_translate_program(
       }
    }
 
-   if (program->shader_program) {
-      unsigned num_ubos = program->shader_program->NumUniformBlocks;
+   if (program->shader) {
+      unsigned num_ubos = program->shader->NumUniformBlocks;
 
       for (i = 0; i < num_ubos; i++) {
-         ureg_DECL_constant2D(t->ureg, 0, 
program->shader_program->UniformBlocks[i].UniformBufferSize / 4, i + 1);
+         ureg_DECL_constant2D(t->ureg, 0, 
program->shader->UniformBlocks[i].UniformBufferSize / 4, i + 1);
       }
    }
    
@@ -5221,6 +5222,7 @@ get_mesa_program(struct gl_context *ctx,
    v->ctx = ctx;
    v->prog = prog;
    v->shader_program = shader_program;
+   v->shader = shader;
    v->options = options;
    v->glsl_version = ctx->Const.GLSLVersion;
    v->native_integers = ctx->Const.NativeIntegers;

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