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authorTimothy Arceri <[email protected]>2016-01-06 12:40:12 +1100
committerTimothy Arceri <[email protected]>2016-01-20 09:35:04 +1100
commit11fc7ad62ef9aa4c9df71e4e001582f8017e7a81 (patch)
treedd313a87a1c28d5ba20fd03e0d3aa58415a91bcc /src/mesa/main/context.c
parent6a660a5f5dad02a6594ea905c511ba3cae6862a5 (diff)
mesa: remove link validation that should be done elsewhere
Even if re-linking fails rendering shouldn't fail as the previous succesfully linked program will still be available. It also shouldn't be possible to have an unlinked program as part of the current rendering state. This fixes a subtest in: ES31-CTS.sepshaderobjs.StateInteraction This change should improve performance on CPU limited benchmarks as noted in commit d6c6b186cf308f. >From Section 7.3 (Program Objects) of the OpenGL 4.5 spec: "If a program object that is active for any shader stage is re-linked unsuccessfully, the link status will be set to FALSE, but any existing executables and associated state will remain part of the current rendering state until a subsequent call to UseProgram, UseProgramStages, or BindProgramPipeline removes them from use. If such a program is attached to any program pipeline object, the existing executables and associated state will remain part of the program pipeline object until a subsequent call to UseProgramStages removes them from use. An unsuccessfully linked program may not be made part of the current rendering state by UseProgram or added to program pipeline objects by UseProgramStages until it is successfully re-linked." "void UseProgram(uint program); ... An INVALID_OPERATION error is generated if program has not been linked, or was last linked unsuccessfully. The current rendering state is not modified." V2: apply the rule to both core and compat. Cc: Tapani Pälli <[email protected]> Cc: Brian Paul <[email protected]> Reviewed-by: Ian Romanick <[email protected]>
Diffstat (limited to 'src/mesa/main/context.c')
-rw-r--r--src/mesa/main/context.c63
1 files changed, 3 insertions, 60 deletions
diff --git a/src/mesa/main/context.c b/src/mesa/main/context.c
index be983d4c86a..f3fd01f395e 100644
--- a/src/mesa/main/context.c
+++ b/src/mesa/main/context.c
@@ -1930,31 +1930,6 @@ _mesa_check_blend_func_error(struct gl_context *ctx)
return GL_TRUE;
}
-static bool
-shader_linked_or_absent(struct gl_context *ctx,
- const struct gl_shader_program *shProg,
- bool *shader_present, const char *where)
-{
- if (shProg) {
- *shader_present = true;
-
- if (!shProg->LinkStatus) {
- _mesa_error(ctx, GL_INVALID_OPERATION, "%s(shader not linked)", where);
- return false;
- }
-#if 0 /* not normally enabled */
- {
- char errMsg[100];
- if (!_mesa_validate_shader_program(ctx, shProg, errMsg)) {
- _mesa_warning(ctx, "Shader program %u is invalid: %s",
- shProg->Name, errMsg);
- }
- }
-#endif
- }
-
- return true;
-}
/**
* Prior to drawing anything with glBegin, glDrawArrays, etc. this function
@@ -1967,54 +1942,22 @@ shader_linked_or_absent(struct gl_context *ctx,
GLboolean
_mesa_valid_to_render(struct gl_context *ctx, const char *where)
{
- unsigned i;
-
/* This depends on having up to date derived state (shaders) */
if (ctx->NewState)
_mesa_update_state(ctx);
- if (ctx->API == API_OPENGL_CORE || ctx->API == API_OPENGLES2) {
- bool from_glsl_shader[MESA_SHADER_COMPUTE] = { false };
-
- for (i = 0; i < MESA_SHADER_COMPUTE; i++) {
- if (!shader_linked_or_absent(ctx, ctx->_Shader->CurrentProgram[i],
- &from_glsl_shader[i], where))
- return GL_FALSE;
- }
-
- /* In OpenGL Core Profile and OpenGL ES 2.0 / 3.0, there are no assembly
- * shaders. Don't check state related to those.
- */
- } else {
- bool has_vertex_shader = false;
- bool has_fragment_shader = false;
-
- /* In OpenGL Compatibility Profile, there is only vertex shader and
- * fragment shader. We take this path also for API_OPENGLES because
- * optimizing that path would make the other (more common) paths
- * slightly slower.
- */
- if (!shader_linked_or_absent(ctx,
- ctx->_Shader->CurrentProgram[MESA_SHADER_VERTEX],
- &has_vertex_shader, where))
- return GL_FALSE;
-
- if (!shader_linked_or_absent(ctx,
- ctx->_Shader->CurrentProgram[MESA_SHADER_FRAGMENT],
- &has_fragment_shader, where))
- return GL_FALSE;
-
+ if (ctx->API == API_OPENGL_COMPAT) {
/* Any shader stages that are not supplied by the GLSL shader and have
* assembly shaders enabled must now be validated.
*/
- if (!has_vertex_shader
+ if (!ctx->_Shader->CurrentProgram[MESA_SHADER_VERTEX]
&& ctx->VertexProgram.Enabled && !ctx->VertexProgram._Enabled) {
_mesa_error(ctx, GL_INVALID_OPERATION,
"%s(vertex program not valid)", where);
return GL_FALSE;
}
- if (!has_fragment_shader) {
+ if (!ctx->_Shader->CurrentProgram[MESA_SHADER_FRAGMENT]) {
if (ctx->FragmentProgram.Enabled && !ctx->FragmentProgram._Enabled) {
_mesa_error(ctx, GL_INVALID_OPERATION,
"%s(fragment program not valid)", where);