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authorGregory Hainaut <[email protected]>2013-06-28 14:33:54 -0700
committerIan Romanick <[email protected]>2014-03-25 10:25:25 -0700
commitb2bddaf7a000bf9830a7947b18d8e31fb25353ae (patch)
tree1c7d2871fa96db31f7d35963024ea6dc39c82999 /src
parentb995a010e688bc4d4557e973e5e28091c378e881 (diff)
mesa/sso: replace Shader binding point with _Shader
To avoid NULL pointer check a default pipeline object is installed in _Shader when no program is current The spec say that UseProgram/UseShaderProgramEXT/ActiveProgramEXT got an higher priority over the pipeline object. When default program is uninstall, the pipeline is used if any was bound. Note: A careful rename need to be done now... V2: formating improvement V3 (idr): * Build fix. The original patch added calls to _mesa_use_shader_program with 4 parameters, but the fourth parameter isn't added to that function until a much later patch. Just drop that parameter for now. * Trivial reformatting. * Updated comment of gl_context::_Shader v4 (idr): Reformat spec quotations to look like spec quotations. Update comments describing what gl_context::_Shader can point to. Bot suggested by Eric. Reviewed-by: Ian Romanick <[email protected]> Reviewed-by: Eric Anholt <[email protected]>
Diffstat (limited to 'src')
-rw-r--r--src/mesa/main/mtypes.h23
-rw-r--r--src/mesa/main/pipelineobj.c8
-rw-r--r--src/mesa/main/shaderapi.c97
3 files changed, 125 insertions, 3 deletions
diff --git a/src/mesa/main/mtypes.h b/src/mesa/main/mtypes.h
index c6d90c57978..f9317a58099 100644
--- a/src/mesa/main/mtypes.h
+++ b/src/mesa/main/mtypes.h
@@ -2817,6 +2817,9 @@ struct gl_pipeline_shader_state
/** Currently bound pipeline object. See _mesa_BindProgramPipeline() */
struct gl_pipeline_object *Current;
+ /* Default Object to ensure that _Shader is never NULL */
+ struct gl_pipeline_object *Default;
+
/** Pipeline objects */
struct _mesa_HashTable *Objects;
};
@@ -4123,6 +4126,26 @@ struct gl_context
struct gl_pipeline_shader_state Pipeline; /**< GLSL pipeline shader object state */
struct gl_pipeline_object Shader; /**< GLSL shader object state */
+
+ /**
+ * Current active shader pipeline state
+ *
+ * Almost all internal users want ::_Shader instead of ::Shader. The
+ * exceptions are bits of legacy GLSL API that do not know about separate
+ * shader objects.
+ *
+ * If a program is active via \c glUseProgram, this will point to
+ * \c ::Shader.
+ *
+ * If a program pipeline is active via \c glBindProgramPipeline, this will
+ * point to \c ::Pipeline.Current.
+ *
+ * If neither a program nor a program pipeline is active, this will point to
+ * \c ::Pipeline.Default. This ensures that \c ::_Shader will never be
+ * \c NULL.
+ */
+ struct gl_pipeline_object *_Shader;
+
struct gl_shader_compiler_options ShaderCompilerOptions[MESA_SHADER_STAGES];
struct gl_query_state Query; /**< occlusion, timer queries */
diff --git a/src/mesa/main/pipelineobj.c b/src/mesa/main/pipelineobj.c
index 27012df7273..849c7818d1f 100644
--- a/src/mesa/main/pipelineobj.c
+++ b/src/mesa/main/pipelineobj.c
@@ -94,6 +94,10 @@ _mesa_init_pipeline(struct gl_context *ctx)
ctx->Pipeline.Objects = _mesa_NewHashTable();
ctx->Pipeline.Current = NULL;
+
+ /* Install a default Pipeline */
+ ctx->Pipeline.Default = _mesa_new_pipeline_object(ctx, 0);
+ _mesa_reference_pipeline_object(ctx, &ctx->_Shader, ctx->Pipeline.Default);
}
@@ -117,6 +121,10 @@ _mesa_free_pipeline_data(struct gl_context *ctx)
{
_mesa_HashDeleteAll(ctx->Pipeline.Objects, delete_pipelineobj_cb, ctx);
_mesa_DeleteHashTable(ctx->Pipeline.Objects);
+
+ _mesa_reference_pipeline_object(ctx, &ctx->_Shader, NULL);
+ _mesa_delete_pipeline_object(ctx, ctx->Pipeline.Default);
+
}
/**
diff --git a/src/mesa/main/shaderapi.c b/src/mesa/main/shaderapi.c
index 5060cbb0ba7..f0d345a143b 100644
--- a/src/mesa/main/shaderapi.c
+++ b/src/mesa/main/shaderapi.c
@@ -44,6 +44,7 @@
#include "main/hash.h"
#include "main/hash_table.h"
#include "main/mtypes.h"
+#include "main/pipelineobj.h"
#include "main/shaderapi.h"
#include "main/shaderobj.h"
#include "main/transformfeedback.h"
@@ -144,6 +145,8 @@ _mesa_free_shader_state(struct gl_context *ctx)
_mesa_reference_shader_program(ctx, &ctx->Shader.ActiveProgram, NULL);
/* Extended for ARB_separate_shader_objects */
+ _mesa_reference_pipeline_object(ctx, &ctx->_Shader, NULL);
+
assert(ctx->Shader.RefCount == 1);
mtx_destroy(&ctx->Shader.Mutex);
}
@@ -1541,7 +1544,31 @@ _mesa_UseProgram(GLhandleARB program)
shProg = NULL;
}
- _mesa_use_program(ctx, shProg);
+ /* The "Dependencies on EXT_separate_shader_objects" section of the
+ * ARB_separate_shader_object spec says:
+ *
+ * "The executable code for an individual shader stage is taken from
+ * the current program for that stage. If there is a current program
+ * object for any shader stage or for uniform updates established by
+ * UseProgram, UseShaderProgramEXT, or ActiveProgramEXT, the current
+ * program for that stage (if any) is considered current. Otherwise,
+ * if there is a bound program pipeline object ..."
+ */
+ if (program) {
+ /* Attach shader state to the binding point */
+ _mesa_reference_pipeline_object(ctx, &ctx->_Shader, &ctx->Shader);
+ /* Update the program */
+ _mesa_use_program(ctx, shProg);
+ } else {
+ /* Must be done first: detach the progam */
+ _mesa_use_program(ctx, shProg);
+ /* Unattach shader_state binding point */
+ _mesa_reference_pipeline_object(ctx, &ctx->_Shader, ctx->Pipeline.Default);
+ /* If a pipeline was bound, rebind it */
+ if (ctx->Pipeline.Current) {
+ _mesa_BindProgramPipeline(ctx->Pipeline.Current->Name);
+ }
+ }
}
@@ -1815,7 +1842,41 @@ _mesa_UseShaderProgramEXT(GLenum type, GLuint program)
}
}
- _mesa_use_shader_program(ctx, type, shProg);
+ /* The "Dependencies on EXT_separate_shader_objects" section of the
+ * ARB_separate_shader_object spec says:
+ *
+ * "The executable code for an individual shader stage is taken from
+ * the current program for that stage. If there is a current program
+ * object for any shader stage or for uniform updates established by
+ * UseProgram, UseShaderProgramEXT, or ActiveProgramEXT, the current
+ * program for that stage (if any) is considered current. Otherwise,
+ * if there is a bound program pipeline object ..."
+ */
+ if (program) {
+ /* Attach shader state to the binding point */
+ _mesa_reference_pipeline_object(ctx, &ctx->_Shader, &ctx->Shader);
+ /* Update the program */
+ _mesa_use_shader_program(ctx, type, shProg);
+ } else {
+ /* Must be done first: detach the progam */
+ _mesa_use_shader_program(ctx, type, shProg);
+
+ /* Nothing remains current */
+ if (!ctx->Shader.CurrentVertexProgram &&
+ !ctx->Shader.CurrentGeometryProgram &&
+ !ctx->Shader.CurrentFragmentProgram &&
+ !ctx->Shader.ActiveProgram) {
+
+ /* Unattach shader_state binding point */
+ _mesa_reference_pipeline_object(ctx, &ctx->_Shader,
+ ctx->Pipeline.Default);
+
+ /* If a pipeline was bound, rebind it */
+ if (ctx->Pipeline.Current) {
+ _mesa_BindProgramPipeline(ctx->Pipeline.Current->Name);
+ }
+ }
+ }
}
@@ -1830,7 +1891,37 @@ _mesa_ActiveProgramEXT(GLuint program)
? _mesa_lookup_shader_program_err(ctx, program, "glActiveProgramEXT")
: NULL;
- _mesa_active_program(ctx, shProg, "glActiveProgramEXT");
+ /* The "Dependencies on EXT_separate_shader_objects" section of the
+ * ARB_separate_shader_object spec says:
+ *
+ * "The executable code for an individual shader stage is taken from
+ * the current program for that stage. If there is a current program
+ * object for any shader stage or for uniform updates established by
+ * UseProgram, UseShaderProgramEXT, or ActiveProgramEXT, the current
+ * program for that stage (if any) is considered current. Otherwise,
+ * if there is a bound program pipeline object ..."
+ */
+ if (shProg != NULL) {
+ /* Attach shader state to the binding point */
+ _mesa_reference_pipeline_object(ctx, &ctx->_Shader, &ctx->Shader);
+ _mesa_active_program(ctx, shProg, "glActiveProgramEXT");
+ } else {
+ /* Must be done first: unset the current active progam */
+ _mesa_active_program(ctx, shProg, "glActiveProgramEXT");
+
+ /* Nothing remains current */
+ if (!ctx->Shader.CurrentVertexProgram && !ctx->Shader.CurrentGeometryProgram &&
+ !ctx->Shader.CurrentFragmentProgram && !ctx->Shader.ActiveProgram) {
+
+ /* Unattach shader_state binding point */
+ _mesa_reference_pipeline_object(ctx, &ctx->_Shader, ctx->Pipeline.Default);
+ /* If a pipeline was bound, rebind it */
+ if (ctx->Pipeline.Current) {
+ _mesa_BindProgramPipeline(ctx->Pipeline.Current->Name);
+ }
+ }
+ }
+
return;
}