Summary: | [i965] glean/glsl1 run abort | ||
---|---|---|---|
Product: | Mesa | Reporter: | Shuang He <shuang.he> |
Component: | Drivers/DRI/i965 | Assignee: | haihao <haihao.xiang> |
Status: | VERIFIED FIXED | QA Contact: | |
Severity: | major | ||
Priority: | high | CC: | dri-devel |
Version: | unspecified | ||
Hardware: | Other | ||
OS: | Linux (All) | ||
Whiteboard: | |||
i915 platform: | i915 features: | ||
Attachments: |
xorg conf
xorg log patch to fix vertex shader texture sample crash |
Description
Shuang He
2008-05-29 20:01:55 UTC
Created attachment 16818 [details]
xorg conf
Created attachment 16819 [details]
xorg log
some bisect work shows following 2 commits bring in this issue: commit 0639998ee8750083b5e4ad90371c475cb2cca88f Author: Brian Paul <brian.paul@tungstengraphics.com> Date: Fri May 16 13:15:03 2008 -0700 Fix DRI build commit ade508312c701ce89d3c2cd717994dbbabb4f207 Author: Brian Paul <brian.paul@tungstengraphics.com> Date: Wed May 14 16:09:46 2008 -0600 Updated GLSL uniform/sampler handling from gallium-0.1 branch Previously, the shader linker combined the uniforms used by the vertex and fragment shaders into a combined set of uniforms. This made the implementat of glUniform*() simple, but was rather inefficient otherwise. Now each shad gets its own set of uniforms (no more modelview matrix showing up in the fragment shader uniforms, for example). cherry-picked by hand from gallium-0.1 branch Higher priority, as it seems this abortion impact other glean cases Brian, any comments? Sorry, I don't have the time or means to look into this now. What happens if you disable the "2D Texture lookup with explicit lod" test in glean? Maybe texture lookups in vertex programs were never working in the driver? (In reply to comment #6) > Maybe texture lookups in vertex programs were never working in the driver? Right. That's bug#13838. But it shouldn't abort. Created attachment 17470 [details] [review] patch to fix vertex shader texture sample crash Here's a patch to try. It sets GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS_ARB=0 for the i965 driver and adds a test to the GLSL linker that the vertex program doesn't use too many samplers. (In reply to comment #8) > Created an attachment (id=17470) [details] > patch to fix vertex shader texture sample crash > > Here's a patch to try. It sets GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS_ARB=0 for the > i965 driver and adds a test to the GLSL linker that the vertex program doesn't > use too many samplers. > I have tried this patch, it still crashes X. Is the problem still with the glean glsl1 test? Is it caused by the "2D Texture lookup with explicit lod (Vertex shader)" test? Glean should not be running that test if GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS == 0. I've commited the above-attached patch. (In reply to comment #10) > Is the problem still with the glean glsl1 test? Is it caused by the "2D > Texture lookup with explicit lod (Vertex shader)" test? Glean should not be > running that test if GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS == 0. > > I've commited the above-attached patch. > it's now failing at texture3D(), computed coord, check following info: Failed to initialize TTM buffer manager. Falling back to classic. FAILURE: Shader test: 2D Texture lookup with explicit lod (Vertex shader) Link error: Vertex program uses too many samplers. FAILURE: Shader test: texture3D(), computed coord Expected color: 0, 0, 0.5, 0.5 Observed color: 0, 0.00784314, 0.847059, 0 intelWaitIrq: drm_i915_irq_wait: -16 It has been fixed. See a3024caff1c790cf9f24476926aa62198f1e7b53 and c20a1736566d301f38cc1271284b1fde9adb2741 verified |
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