diff options
Diffstat (limited to 'src/mesa/main/pipelineobj.c')
-rw-r--r-- | src/mesa/main/pipelineobj.c | 191 |
1 files changed, 188 insertions, 3 deletions
diff --git a/src/mesa/main/pipelineobj.c b/src/mesa/main/pipelineobj.c index 2d079cc7545..49fb64151a5 100644 --- a/src/mesa/main/pipelineobj.c +++ b/src/mesa/main/pipelineobj.c @@ -576,9 +576,7 @@ _mesa_GetProgramPipelineiv(GLuint pipeline, GLenum pname, GLint *params) *params = pipe->InfoLog ? strlen(pipe->InfoLog) + 1 : 0; return; case GL_VALIDATE_STATUS: - /* FINISHME: Implement validation status. - */ - *params = 0; + *params = pipe->Validated; return; case GL_VERTEX_SHADER: *params = pipe->CurrentProgram[MESA_SHADER_VERTEX] @@ -609,11 +607,198 @@ _mesa_GetProgramPipelineiv(GLuint pipeline, GLenum pname, GLint *params) } /** + * Determines whether every stage in a linked program is active in the + * specified pipeline. + */ +static bool +program_stages_all_active(struct gl_pipeline_object *pipe, + const struct gl_shader_program *prog) +{ + unsigned i; + bool status = true; + + if (!prog) + return true; + + for (i = 0; i < MESA_SHADER_STAGES; i++) { + if (prog->_LinkedShaders[i]) { + if (pipe->CurrentProgram[i]) { + if (prog->Name != pipe->CurrentProgram[i]->Name) { + status = false; + } + } else { + status = false; + } + } + } + + if (!status) { + pipe->InfoLog = ralloc_asprintf(pipe, + "Program %d is not active for all " + "shaders that was linked", + prog->Name); + } + + return status; +} + +extern GLboolean +_mesa_validate_program_pipeline(struct gl_context* ctx, + struct gl_pipeline_object *pipe, + GLboolean IsBound) +{ + unsigned i; + + pipe->Validated = GL_FALSE; + + /* Release and reset the info log. + */ + if (pipe->InfoLog != NULL) + ralloc_free(pipe->InfoLog); + + pipe->InfoLog = NULL; + + /* Section 2.11.11 (Shader Execution), subheading "Validation," of the + * OpenGL 4.1 spec says: + * + * "[INVALID_OPERATION] is generated by any command that transfers + * vertices to the GL if: + * + * - A program object is active for at least one, but not all of + * the shader stages that were present when the program was + * linked." + * + * For each possible program stage, verify that the program bound to that + * stage has all of its stages active. In other words, if the program + * bound to the vertex stage also has a fragment shader, the fragment + * shader must also be bound to the fragment stage. + */ + for (i = 0; i < MESA_SHADER_STAGES; i++) { + if (!program_stages_all_active(pipe, pipe->CurrentProgram[i])) { + goto err; + } + } + + /* Section 2.11.11 (Shader Execution), subheading "Validation," of the + * OpenGL 4.1 spec says: + * + * "[INVALID_OPERATION] is generated by any command that transfers + * vertices to the GL if: + * + * ... + * + * - One program object is active for at least two shader stages + * and a second program is active for a shader stage between two + * stages for which the first program was active." + * + * Without Tesselation, the only case where this can occur is the geometry + * shader between the fragment shader and vertex shader. + */ + if (pipe->CurrentProgram[MESA_SHADER_GEOMETRY] + && pipe->CurrentProgram[MESA_SHADER_FRAGMENT] + && pipe->CurrentProgram[MESA_SHADER_VERTEX]) { + if (pipe->CurrentProgram[MESA_SHADER_VERTEX]->Name == pipe->CurrentProgram[MESA_SHADER_FRAGMENT]->Name && + pipe->CurrentProgram[MESA_SHADER_GEOMETRY]->Name != pipe->CurrentProgram[MESA_SHADER_VERTEX]->Name) { + pipe->InfoLog = + ralloc_asprintf(pipe, + "Program %d is active for geometry stage between " + "two stages for which another program %d is " + "active", + pipe->CurrentProgram[MESA_SHADER_GEOMETRY]->Name, + pipe->CurrentProgram[MESA_SHADER_VERTEX]->Name); + goto err; + } + } + + /* Section 2.11.11 (Shader Execution), subheading "Validation," of the + * OpenGL 4.1 spec says: + * + * "[INVALID_OPERATION] is generated by any command that transfers + * vertices to the GL if: + * + * ... + * + * - There is an active program for tessellation control, + * tessellation evaluation, or geometry stages with corresponding + * executable shader, but there is no active program with + * executable vertex shader." + */ + if (!pipe->CurrentProgram[MESA_SHADER_VERTEX] + && pipe->CurrentProgram[MESA_SHADER_GEOMETRY]) { + pipe->InfoLog = ralloc_strdup(pipe, "Program lacks a vertex shader"); + goto err; + } + + /* Section 2.11.11 (Shader Execution), subheading "Validation," of the + * OpenGL 4.1 spec says: + * + * "[INVALID_OPERATION] is generated by any command that transfers + * vertices to the GL if: + * + * ... + * + * - There is no current program object specified by UseProgram, + * there is a current program pipeline object, and the current + * program for any shader stage has been relinked since being + * applied to the pipeline object via UseProgramStages with the + * PROGRAM_SEPARABLE parameter set to FALSE. + */ + for (i = 0; i < MESA_SHADER_STAGES; i++) { + if (pipe->CurrentProgram[i] && !pipe->CurrentProgram[i]->SeparateShader) { + pipe->InfoLog = ralloc_asprintf(pipe, + "Program %d was relinked without " + "PROGRAM_SEPARABLE state", + pipe->CurrentProgram[i]->Name); + goto err; + } + } + + /* Section 2.11.11 (Shader Execution), subheading "Validation," of the + * OpenGL 4.1 spec says: + * + * "[INVALID_OPERATION] is generated by any command that transfers + * vertices to the GL if: + * + * ... + * + * - Any two active samplers in the current program object are of + * different types, but refer to the same texture image unit. + * + * - The number of active samplers in the program exceeds the + * maximum number of texture image units allowed." + */ + if (!_mesa_sampler_uniforms_pipeline_are_valid(pipe)) + goto err; + + pipe->Validated = GL_TRUE; + return GL_TRUE; + +err: + if (IsBound) + _mesa_error(ctx, GL_INVALID_OPERATION, + "glValidateProgramPipeline failed to validate the pipeline"); + + return GL_FALSE; +} + +/** * Check compatibility of pipeline's program */ void GLAPIENTRY _mesa_ValidateProgramPipeline(GLuint pipeline) { + GET_CURRENT_CONTEXT(ctx); + + struct gl_pipeline_object *pipe = lookup_pipeline_object(ctx, pipeline); + + if (!pipe) { + _mesa_error(ctx, GL_INVALID_OPERATION, + "glValidateProgramPipeline(pipeline)"); + return; + } + + _mesa_validate_program_pipeline(ctx, pipe, + (ctx->_Shader->Name == pipe->Name)); } void GLAPIENTRY |