diff options
author | Ian Romanick <[email protected]> | 2010-10-13 13:58:44 -0700 |
---|---|---|
committer | Ian Romanick <[email protected]> | 2010-10-27 13:35:53 -0700 |
commit | 84eba3ef71dfa822e5ff0463032cdd2e3515b888 (patch) | |
tree | dc737eed47f4e7ec35581a1ec9daf598765cb978 /src/mesa/main/context.c | |
parent | 75c6f472880706dcbb9d1e20727fa8f71db8b11c (diff) |
Track separate programs for each stage
The assumption is that all stages are the same program or that
varyings are passed between stages using built-in varyings.
Diffstat (limited to 'src/mesa/main/context.c')
-rw-r--r-- | src/mesa/main/context.c | 150 |
1 files changed, 103 insertions, 47 deletions
diff --git a/src/mesa/main/context.c b/src/mesa/main/context.c index 3e265fb3087..3ebe54926ff 100644 --- a/src/mesa/main/context.c +++ b/src/mesa/main/context.c @@ -1697,11 +1697,10 @@ _mesa_valid_to_render(struct gl_context *ctx, const char *where) if (ctx->NewState) _mesa_update_state(ctx); - if (ctx->Shader.CurrentProgram) { - struct gl_shader_program *const prog = ctx->Shader.CurrentProgram; + if (ctx->Shader.CurrentVertexProgram) { + vert_from_glsl_shader = true; - /* The current shader program must be successfully linked */ - if (!prog->LinkStatus) { + if (!ctx->Shader.CurrentVertexProgram->LinkStatus) { _mesa_error(ctx, GL_INVALID_OPERATION, "%s(shader not linked)", where); return GL_FALSE; @@ -1709,34 +1708,56 @@ _mesa_valid_to_render(struct gl_context *ctx, const char *where) #if 0 /* not normally enabled */ { char errMsg[100]; - if (!_mesa_validate_shader_program(ctx, prog, errMsg)) { + if (!_mesa_validate_shader_program(ctx, + ctx->Shader.CurrentVertexProgram, + errMsg)) { _mesa_warning(ctx, "Shader program %u is invalid: %s", - prog->Name, errMsg); + ctx->Shader.CurrentVertexProgram->Name, errMsg); } } #endif + } - /* Figure out which shader stages are provided by the GLSL program. For - * any stages that are not provided, the corresponding assembly shader - * target will be validated below. - */ - vert_from_glsl_shader = - prog->_LinkedShaders[MESA_SHADER_VERTEX] != NULL; - geom_from_glsl_shader = - prog->_LinkedShaders[MESA_SHADER_GEOMETRY] != NULL; - frag_from_glsl_shader = - prog->_LinkedShaders[MESA_SHADER_FRAGMENT] != NULL; + if (ctx->Shader.CurrentGeometryProgram) { + geom_from_glsl_shader = true; + + if (!ctx->Shader.CurrentGeometryProgram->LinkStatus) { + _mesa_error(ctx, GL_INVALID_OPERATION, + "%s(shader not linked)", where); + return GL_FALSE; + } +#if 0 /* not normally enabled */ + { + char errMsg[100]; + if (!_mesa_validate_shader_program(ctx, + ctx->Shader.CurrentGeometryProgram, + errMsg)) { + _mesa_warning(ctx, "Shader program %u is invalid: %s", + ctx->Shader.CurrentGeometryProgram->Name, errMsg); + } + } +#endif } - /* If drawing to integer-valued color buffers, there must be an - * active fragment shader (GL_EXT_texture_integer). - */ - if (ctx->DrawBuffer && ctx->DrawBuffer->_IntegerColor) { - if (!frag_from_glsl_shader) { + if (ctx->Shader.CurrentFragmentProgram) { + frag_from_glsl_shader = true; + + if (!ctx->Shader.CurrentFragmentProgram->LinkStatus) { _mesa_error(ctx, GL_INVALID_OPERATION, - "%s(integer format but no fragment shader)", where); + "%s(shader not linked)", where); return GL_FALSE; } +#if 0 /* not normally enabled */ + { + char errMsg[100]; + if (!_mesa_validate_shader_program(ctx, + ctx->Shader.CurrentFragmentProgram, + errMsg)) { + _mesa_warning(ctx, "Shader program %u is invalid: %s", + ctx->Shader.CurrentFragmentProgram->Name, errMsg); + } + } +#endif } /* Any shader stages that are not supplied by the GLSL shader and have @@ -1754,11 +1775,21 @@ _mesa_valid_to_render(struct gl_context *ctx, const char *where) */ (void) geom_from_glsl_shader; - if (!frag_from_glsl_shader - && ctx->FragmentProgram.Enabled && !ctx->FragmentProgram._Enabled) { - _mesa_error(ctx, GL_INVALID_OPERATION, - "%s(fragment program not valid)", where); - return GL_FALSE; + if (!frag_from_glsl_shader) { + if (ctx->FragmentProgram.Enabled && !ctx->FragmentProgram._Enabled) { + _mesa_error(ctx, GL_INVALID_OPERATION, + "%s(fragment program not valid)", where); + return GL_FALSE; + } + + /* If drawing to integer-valued color buffers, there must be an + * active fragment shader (GL_EXT_texture_integer). + */ + if (ctx->DrawBuffer && ctx->DrawBuffer->_IntegerColor) { + _mesa_error(ctx, GL_INVALID_OPERATION, + "%s(integer format but no fragment shader)", where); + return GL_FALSE; + } } if (ctx->DrawBuffer->_Status != GL_FRAMEBUFFER_COMPLETE_EXT) { @@ -1769,26 +1800,51 @@ _mesa_valid_to_render(struct gl_context *ctx, const char *where) #ifdef DEBUG if (ctx->Shader.Flags & GLSL_LOG) { - struct gl_shader_program *shProg = ctx->Shader.CurrentProgram; - if (shProg) { - if (!shProg->_Used) { - /* This is the first time this shader is being used. - * Append shader's constants/uniforms to log file. - */ - GLuint i; - for (i = 0; i < shProg->NumShaders; i++) { - struct gl_shader *sh = shProg->Shaders[i]; - if (sh->Type == GL_VERTEX_SHADER) { - _mesa_append_uniforms_to_file(sh, - &shProg->VertexProgram->Base); - } - else if (sh->Type == GL_FRAGMENT_SHADER) { - _mesa_append_uniforms_to_file(sh, - &shProg->FragmentProgram->Base); - } - } - shProg->_Used = GL_TRUE; - } + struct gl_shader_program *shProg[MESA_SHADER_TYPES]; + unsigned i; + + shProg[MESA_SHADER_VERTEX] = ctx->Shader.CurrentVertexProgram; + shProg[MESA_SHADER_GEOMETRY] = ctx->Shader.CurrentGeometryProgram; + shProg[MESA_SHADER_FRAGMENT] = ctx->Shader.CurrentFragmentProgram; + + for (i = 0; i < MESA_SHADER_TYPES; i++) { + struct gl_shader *sh; + + if (shProg[i] == NULL || shProg[i]->_Used + || shProg[i]->_LinkedShaders[i] == NULL) + continue; + + /* This is the first time this shader is being used. + * Append shader's constants/uniforms to log file. + * + * The logic is a little odd here. We only want to log data for each + * shader target that will actually be used, and we only want to log + * it once. It's possible to have a program bound to the vertex + * shader target that also supplied a fragment shader. If that + * program isn't also bound to the fragment shader target we don't + * want to log its fragment data. + */ + sh = shProg[i]->_LinkedShaders[i]; + switch (sh->Type) { + case GL_VERTEX_SHADER: + _mesa_append_uniforms_to_file(sh, &shProg[i]->VertexProgram->Base); + break; + + case GL_GEOMETRY_SHADER_ARB: + _mesa_append_uniforms_to_file(sh, + &shProg[i]->GeometryProgram->Base); + break; + + case GL_FRAGMENT_SHADER: + _mesa_append_uniforms_to_file(sh, + &shProg[i]->FragmentProgram->Base); + break; + } + } + + for (i = 0; i < MESA_SHADER_TYPES; i++) { + if (shProg[i] != NULL) + shProg[i]->_Used = GL_TRUE; } } #endif |