glsl: disable vec3 packing/splitting in tfb separate mode
authorBrian Paul <brianp@vmware.com>
Mon, 18 Dec 2017 19:32:56 +0000 (12:32 -0700)
committerBrian Paul <brianp@vmware.com>
Wed, 20 Dec 2017 18:23:17 +0000 (11:23 -0700)
This fixes a varying packing issue when using transform feedback in
GL_SEPARATE_ATTRIBS mode.  By time we get to linking, we already
know that the number of feedback attributes is under the
GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_ATTRIBS limit so packing isn't
as critical.  In fact, packing/splitting vec3 attributes can cause
trouble because splitting effectively creates another TFB output
which can exceed device limits.  So, disable vec3 packing when it's
not needed to avoid that issue.

Fixes the Piglit ext_transform_feedback-separate test on VMware
driver.

Reviewed-by: Timothy Arceri <tarceri@itsqueeze.com>
src/compiler/glsl/link_varyings.cpp

index e0f3afb9616b442c7b26f58160a9a1c6b1ac89cc..0a484ce1329f9a1923f9bdede1429a07f4203762 100644 (file)
@@ -1777,6 +1777,16 @@ varying_matches::assign_locations(struct gl_shader_program *prog,
    bool previous_var_xfb_only = false;
    unsigned previous_packing_class = ~0u;
 
+   /* For tranform feedback separate mode, we know the number of attributes
+    * is <= the number of buffers.  So packing isn't critical.  In fact,
+    * packing vec3 attributes can cause trouble because splitting a vec3
+    * effectively creates an additional transform feedback output.  The
+    * extra TFB output may exceed device driver limits.
+    */
+   const bool dont_pack_vec3 =
+      (prog->TransformFeedback.BufferMode == GL_SEPARATE_ATTRIBS &&
+       prog->TransformFeedback.NumVarying > 0);
+
    for (unsigned i = 0; i < this->num_matches; i++) {
       unsigned *location = &generic_location;
       const ir_variable *var;
@@ -1810,7 +1820,9 @@ varying_matches::assign_locations(struct gl_shader_program *prog,
       if (var->data.must_be_shader_input ||
           (this->disable_varying_packing &&
            !(previous_var_xfb_only && var->data.is_xfb_only)) ||
-          (previous_packing_class != this->matches[i].packing_class )) {
+          (previous_packing_class != this->matches[i].packing_class) ||
+          (this->matches[i].packing_order == PACKING_ORDER_VEC3 &&
+           dont_pack_vec3)) {
          *location = ALIGN(*location, 4);
       }