diff options
author | Francisco Jerez <currojerez@riseup.net> | 2016-08-20 14:55:19 -0700 |
---|---|---|
committer | Francisco Jerez <currojerez@riseup.net> | 2016-08-30 16:54:19 -0700 |
commit | fd04d048aec8f850d77f6908c0d13f88195df0da (patch) | |
tree | c039c7718cb365e730ba35631630613c267b155d /src/mesa | |
parent | 965934f38ab36b77672b70693b5b7b9c983f852b (diff) |
glsl: Fix gl_program::OutputsWritten computation for dual-source blending.
In the fragment shader OutputsWritten is a bitset of FRAG_RESULT_*
enumerants, which represent the location of each color output written
by the shader. The secondary and primary color outputs of a given
render target using dual-source blending have the same location, so
the 'idx' computation below will give the wrong bit as result if the
'var->data.index' term is non-zero -- E.g. if the shader writes the
primary and secondary colors of the FRAG_RESULT_COLOR output,
ir_set_program_inouts will think that the shader writes both
FRAG_RESULT_COLOR and FRAG_RESULT_SAMPLE_MASK, which is just bogus.
That would cause the brw_wm_prog_key::nr_color_regions computation
done in the i965 driver during fragment shader precompilation to be
wrong, which currently leads to unnecessary recompilation of shaders
that use dual-source blending, and triggers an assertion failure in
fs_visitor::emit_fb_writes() on my i965-fb-fetch branch.
Reviewed-by: Ilia Mirkin <imirkin@alum.mit.edu>
Diffstat (limited to 'src/mesa')
-rw-r--r-- | src/mesa/state_tracker/st_program.c | 4 |
1 files changed, 1 insertions, 3 deletions
diff --git a/src/mesa/state_tracker/st_program.c b/src/mesa/state_tracker/st_program.c index 429d0c9eb6d..2a4edfa7b7a 100644 --- a/src/mesa/state_tracker/st_program.c +++ b/src/mesa/state_tracker/st_program.c @@ -586,9 +586,7 @@ bool st_translate_fragment_program(struct st_context *st, struct st_fragment_program *stfp) { - GLuint outputMapping[2 * FRAG_RESULT_MAX] = - { 0 /* XXX - Avoid temporary regression due to bogus OutputsWritten - * bitset. */ }; + GLuint outputMapping[2 * FRAG_RESULT_MAX]; GLuint inputMapping[VARYING_SLOT_MAX]; GLuint inputSlotToAttr[VARYING_SLOT_MAX]; GLuint interpMode[PIPE_MAX_SHADER_INPUTS]; /* XXX size? */ |