ff_fragment_shader: Don't do unnecessary (and dangerous) uniform setup.
Previously, right after calling _mesa_glsl_link_shader(), the fixed function fragment shader code made several calls with the ostensible purpose of setting up uniforms for the fragment shader it just created. These calls are unnecessary, since _mesa_glsl_link_shader() calls driver->LinkShader(), which takes care of calling these functions (or their equivalent). Also, they are dangerous to call after _mesa_glsl_link_shader() has returned, because on back-ends such as i965 which do precompilation, _mesa_glsl_link_shader() may have already cached pointers to the existing uniform structures; attempting to set up the uniforms again invalidates those cached pointers. It was only by sheer coincidence that this wasn't manifesting itself as a bug. It turns out that i965's precompile mechanism was always setting bit 0 of brw_wm_prog_key::proj_attrib_mask to 0 for fixed function fragment shaders, but during normal usage this bit usually gets set to 1. As a result, the precompiled shader (with its invalid uniform pointers) was not being used. I'm about to introduce some changes that cause bit 0 of proj_attrib_mask to be set consistently between precompilation and normal usage, so to avoid regressions I need to get rid of the dangerous duplicate uniform setup code first. Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
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@@ -1350,22 +1350,6 @@ create_new_program(struct gl_context *ctx, struct state_key *key)
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_mesa_glsl_link_shader(ctx, p.shader_program);
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/* Set the sampler uniforms, and relink to get them into the linked
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* program.
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*/
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struct gl_shader *const fs =
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p.shader_program->_LinkedShaders[MESA_SHADER_FRAGMENT];
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struct gl_program *const fp = fs->Program;
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_mesa_generate_parameters_list_for_uniforms(p.shader_program, fs,
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fp->Parameters);
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_mesa_associate_uniform_storage(ctx, p.shader_program, fp->Parameters);
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_mesa_update_shader_textures_used(p.shader_program, fp);
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if (ctx->Driver.SamplerUniformChange)
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ctx->Driver.SamplerUniformChange(ctx, fp->Target, fp);
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if (!p.shader_program->LinkStatus)
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_mesa_problem(ctx, "Failed to link fixed function fragment shader: %s\n",
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p.shader_program->InfoLog);
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