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authorRoland Scheidegger <[email protected]>2013-02-19 19:47:08 +0100
committerRoland Scheidegger <[email protected]>2013-02-22 04:34:07 +0100
commitf972567671a1a9896ad4db85ad87fd36a967addc (patch)
tree6aa7ebdfe3b5c3cb3e7516f507eb57a471c5f0fb /src/gallium/auxiliary
parent10bcc843f8898c2466b610d08edc27516e10cc51 (diff)
draw: make sure key size is calculated consistently.
Some parts calculated key size by using shader information, others by using the pipe_vertex_element information. Since it is perfectly valid to have more vertex_elements set than the vertex shader is using those may not be the same, so we weren't copying over all vertex_element state - this caused the tgsi dump to assert (iterates over all vertex elements). More importantly in this situation it would also break vertex texturing completely (since the sampler state derived from the key is at a different position than expected). Fix thix by deriving key->nr_vertex_elements from the shader information instead of the pipe_vertex_element state (unlike dx10, we can't have "holes" in pipe_vertex_element state, so this should be safe). (Note that actual llvm shader generation does not use the pipe_vertex_element state from the key itself in any case (althogh I guess it could) but uses the one from draw.pt (which should be the same though contains all elements) instead.) Reviewed-by: Jose Fonseca <[email protected]>
Diffstat (limited to 'src/gallium/auxiliary')
-rw-r--r--src/gallium/auxiliary/draw/draw_llvm.c14
1 files changed, 9 insertions, 5 deletions
diff --git a/src/gallium/auxiliary/draw/draw_llvm.c b/src/gallium/auxiliary/draw/draw_llvm.c
index f3bbbbb0ace..2467e5acff1 100644
--- a/src/gallium/auxiliary/draw/draw_llvm.c
+++ b/src/gallium/auxiliary/draw/draw_llvm.c
@@ -420,8 +420,8 @@ draw_llvm_destroy(struct draw_llvm *llvm)
*/
struct draw_llvm_variant *
draw_llvm_create_variant(struct draw_llvm *llvm,
- unsigned num_inputs,
- const struct draw_llvm_variant_key *key)
+ unsigned num_inputs,
+ const struct draw_llvm_variant_key *key)
{
struct draw_llvm_variant *variant;
struct llvm_vertex_shader *shader =
@@ -429,8 +429,8 @@ draw_llvm_create_variant(struct draw_llvm *llvm,
LLVMTypeRef vertex_header;
variant = MALLOC(sizeof *variant +
- shader->variant_key_size -
- sizeof variant->key);
+ shader->variant_key_size -
+ sizeof variant->key);
if (variant == NULL)
return NULL;
@@ -1415,8 +1415,12 @@ draw_llvm_make_variant_key(struct draw_llvm *llvm, char *store)
/* Presumably all variants of the shader should have the same
* number of vertex elements - ie the number of shader inputs.
+ * NOTE: we NEED to store the needed number of needed inputs
+ * here, not the number of provided elements to match keysize
+ * (and the offset of sampler state in the key).
*/
- key->nr_vertex_elements = llvm->draw->pt.nr_vertex_elements;
+ key->nr_vertex_elements = llvm->draw->vs.vertex_shader->info.file_max[TGSI_FILE_INPUT] + 1;
+ assert(key->nr_vertex_elements <= llvm->draw->pt.nr_vertex_elements);
/* will have to rig this up properly later */
key->clip_xy = llvm->draw->clip_xy;