ARB fragment programs use texture unit numbers directly, unlike GLSL
which has an extra indirection. If a fragment program only uses one
texture assigned to GL_TEXTURE1, SamplersUsed will only contain a single
bit, which would make us only upload a single surface/sampler state
entry. However, it needs to be the second entry.
Using _mesa_fls() instead of _mesa_bitcount() solves this. For ARB
programs, this makes num_samplers the ID of the highest texture unit
used. Since GLSL uses consecutive integers assigned by the linker,
_mesa_fls() should give the same result as _mesa_bitcount()..
Fixes a regression since
85e8e9e000732908b259a7e2cbc1724a1be2d447,
which caused GPU hangs in ETQW (and probably others), as well as
breaking piglit test fp-fragment-position.
v2: Add a comment, as suggested by Matt.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=54098
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=54179
Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Matt Turner <mattst88@gmail.com>
Tested-by: meng <mengmeng.meng@intel.com>
GLbitfield SamplersUsed = vs->SamplersUsed | fs->SamplersUsed;
- brw->sampler.count = _mesa_bitcount(SamplersUsed);
+ /* ARB programs use the texture unit number as the sampler index, so we
+ * need to find the highest unit used. A bit-count will not work.
+ */
+ brw->sampler.count = _mesa_fls(SamplersUsed);
if (brw->sampler.count == 0)
return;
struct gl_program *vs = (struct gl_program *) brw->vertex_program;
struct gl_program *fs = (struct gl_program *) brw->fragment_program;
- unsigned num_samplers = _mesa_bitcount(vs->SamplersUsed | fs->SamplersUsed);
+ unsigned num_samplers = _mesa_fls(vs->SamplersUsed | fs->SamplersUsed);
for (unsigned s = 0; s < num_samplers; s++) {
brw->vs.surf_offset[SURF_INDEX_VS_TEXTURE(s)] = 0;