#include "main/uniforms.h"
#include "program/program.h"
#include "program/prog_parameter.h"
-#include "ralloc.h"
+#include "util/ralloc.h"
#include <stdbool.h>
#include "../glsl/glsl_parser_extras.h"
#include "../glsl/ir_uniform.h"
_mesa_reference_shader_program(ctx, &obj->ActiveProgram, NULL);
mtx_destroy(&obj->Mutex);
+ free(obj->Label);
ralloc_free(obj);
}
void
_mesa_free_pipeline_data(struct gl_context *ctx)
{
+ _mesa_reference_pipeline_object(ctx, &ctx->_Shader, NULL);
+
_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);
-
}
/**
* a non-existent ID. The spec defines ID 0 as being technically
* non-existent.
*/
-static inline struct gl_pipeline_object *
-lookup_pipeline_object(struct gl_context *ctx, GLuint id)
+struct gl_pipeline_object *
+_mesa_lookup_pipeline_object(struct gl_context *ctx, GLuint id)
{
if (id == 0)
return NULL;
struct gl_pipeline_object *oldObj = *ptr;
mtx_lock(&oldObj->Mutex);
- ASSERT(oldObj->RefCount > 0);
+ assert(oldObj->RefCount > 0);
oldObj->RefCount--;
deleteFlag = (oldObj->RefCount == 0);
mtx_unlock(&oldObj->Mutex);
*ptr = NULL;
}
- ASSERT(!*ptr);
+ assert(!*ptr);
if (obj) {
/* reference new pipeline object */
{
GET_CURRENT_CONTEXT(ctx);
- struct gl_pipeline_object *pipe = lookup_pipeline_object(ctx, pipeline);
+ struct gl_pipeline_object *pipe = _mesa_lookup_pipeline_object(ctx, pipeline);
struct gl_shader_program *shProg = NULL;
+ GLbitfield any_valid_stages;
if (!pipe) {
_mesa_error(ctx, GL_INVALID_OPERATION, "glUseProgramStages(pipeline)");
*
* "If stages is not the special value ALL_SHADER_BITS, and has a bit
* set that is not recognized, the error INVALID_VALUE is generated."
- *
- * NOT YET SUPPORTED:
- * GL_TESS_CONTROL_SHADER_BIT
- * GL_TESS_EVALUATION_SHADER_BIT
*/
- GLbitfield any_valid_stages = GL_VERTEX_SHADER_BIT | GL_FRAGMENT_SHADER_BIT;
+ any_valid_stages = GL_VERTEX_SHADER_BIT | GL_FRAGMENT_SHADER_BIT;
if (_mesa_has_geometry_shaders(ctx))
any_valid_stages |= GL_GEOMETRY_SHADER_BIT;
+ if (_mesa_has_tessellation(ctx))
+ any_valid_stages |= GL_TESS_CONTROL_SHADER_BIT |
+ GL_TESS_EVALUATION_SHADER_BIT;
if (stages != GL_ALL_SHADER_BITS && (stages & ~any_valid_stages) != 0) {
_mesa_error(ctx, GL_INVALID_VALUE, "glUseProgramStages(Stages)");
if ((stages & GL_GEOMETRY_SHADER_BIT) != 0)
_mesa_use_shader_program(ctx, GL_GEOMETRY_SHADER, shProg, pipe);
+
+ if ((stages & GL_TESS_CONTROL_SHADER_BIT) != 0)
+ _mesa_use_shader_program(ctx, GL_TESS_CONTROL_SHADER, shProg, pipe);
+
+ if ((stages & GL_TESS_EVALUATION_SHADER_BIT) != 0)
+ _mesa_use_shader_program(ctx, GL_TESS_EVALUATION_SHADER, shProg, pipe);
}
/**
{
GET_CURRENT_CONTEXT(ctx);
struct gl_shader_program *shProg = NULL;
- struct gl_pipeline_object *pipe = lookup_pipeline_object(ctx, pipeline);
+ struct gl_pipeline_object *pipe = _mesa_lookup_pipeline_object(ctx, pipeline);
if (program != 0) {
shProg = _mesa_lookup_shader_program_err(ctx, program,
*/
if (pipeline) {
/* non-default pipeline object */
- newObj = lookup_pipeline_object(ctx, pipeline);
+ newObj = _mesa_lookup_pipeline_object(ctx, pipeline);
if (!newObj) {
_mesa_error(ctx, GL_INVALID_OPERATION,
"glBindProgramPipeline(non-gen name)");
newObj->EverBound = GL_TRUE;
}
+ _mesa_bind_pipeline(ctx, newObj);
+}
+
+void
+_mesa_bind_pipeline(struct gl_context *ctx,
+ struct gl_pipeline_object *pipe)
+{
/* First bind the Pipeline to pipeline binding point */
- _mesa_reference_pipeline_object(ctx, &ctx->Pipeline.Current, newObj);
+ _mesa_reference_pipeline_object(ctx, &ctx->Pipeline.Current, pipe);
/* Section 2.11.3 (Program Objects) of the OpenGL 4.1 spec says:
*
* considered current."
*/
if (&ctx->Shader != ctx->_Shader) {
- if (pipeline) {
+ if (pipe != NULL) {
/* Bound the pipeline to the current program and
* restore the pipeline state
*/
- _mesa_reference_pipeline_object(ctx, &ctx->_Shader, newObj);
+ _mesa_reference_pipeline_object(ctx, &ctx->_Shader, pipe);
} else {
/* Unbind the pipeline */
_mesa_reference_pipeline_object(ctx, &ctx->_Shader,
for (i = 0; i < n; i++) {
struct gl_pipeline_object *obj =
- lookup_pipeline_object(ctx, pipelines[i]);
+ _mesa_lookup_pipeline_object(ctx, pipelines[i]);
if (obj) {
- ASSERT(obj->Name == pipelines[i]);
+ assert(obj->Name == pipelines[i]);
/* If the pipeline object is currently bound, the spec says "If an
* object that is currently bound is deleted, the binding for that
* \param n Number of IDs to generate.
* \param pipelines pipeline of \c n locations to store the IDs.
*/
-void GLAPIENTRY
-_mesa_GenProgramPipelines(GLsizei n, GLuint *pipelines)
+static void
+create_program_pipelines(struct gl_context *ctx, GLsizei n, GLuint *pipelines,
+ bool dsa)
{
- GET_CURRENT_CONTEXT(ctx);
-
+ const char *func;
GLuint first;
GLint i;
+ func = dsa ? "glCreateProgramPipelines" : "glGenProgramPipelines";
+
if (n < 0) {
- _mesa_error(ctx, GL_INVALID_VALUE, "glGenProgramPipelines(n<0)");
+ _mesa_error(ctx, GL_INVALID_VALUE, "%s (n < 0)", func);
return;
}
obj = _mesa_new_pipeline_object(ctx, name);
if (!obj) {
- _mesa_error(ctx, GL_OUT_OF_MEMORY, "glGenProgramPipelines");
+ _mesa_error(ctx, GL_OUT_OF_MEMORY, "%s", func);
return;
}
+ if (dsa) {
+ /* make dsa-allocated objects behave like program objects */
+ obj->EverBound = GL_TRUE;
+ }
+
save_pipeline_object(ctx, obj);
pipelines[i] = first + i;
}
}
+void GLAPIENTRY
+_mesa_GenProgramPipelines(GLsizei n, GLuint *pipelines)
+{
+ GET_CURRENT_CONTEXT(ctx);
+
+ create_program_pipelines(ctx, n, pipelines, false);
+}
+
+void GLAPIENTRY
+_mesa_CreateProgramPipelines(GLsizei n, GLuint *pipelines)
+{
+ GET_CURRENT_CONTEXT(ctx);
+
+ create_program_pipelines(ctx, n, pipelines, true);
+}
+
/**
* Determine if ID is the name of an pipeline object.
*
{
GET_CURRENT_CONTEXT(ctx);
- struct gl_pipeline_object *obj = lookup_pipeline_object(ctx, pipeline);
+ struct gl_pipeline_object *obj = _mesa_lookup_pipeline_object(ctx, pipeline);
if (obj == NULL)
return GL_FALSE;
_mesa_GetProgramPipelineiv(GLuint pipeline, GLenum pname, GLint *params)
{
GET_CURRENT_CONTEXT(ctx);
- struct gl_pipeline_object *pipe = lookup_pipeline_object(ctx, pipeline);
+ struct gl_pipeline_object *pipe = _mesa_lookup_pipeline_object(ctx, pipeline);
/* Are geometry shaders available in this context?
*/
const bool has_gs = _mesa_has_geometry_shaders(ctx);
+ const bool has_tess = _mesa_has_tessellation(ctx);;
if (!pipe) {
_mesa_error(ctx, GL_INVALID_OPERATION,
? pipe->CurrentProgram[MESA_SHADER_VERTEX]->Name : 0;
return;
case GL_TESS_EVALUATION_SHADER:
- /* NOT YET SUPPORTED */
- break;
+ if (!has_tess)
+ break;
+ *params = pipe->CurrentProgram[MESA_SHADER_TESS_EVAL]
+ ? pipe->CurrentProgram[MESA_SHADER_TESS_EVAL]->Name : 0;
+ return;
case GL_TESS_CONTROL_SHADER:
- /* NOT YET SUPPORTED */
- break;
+ if (!has_tess)
+ break;
+ *params = pipe->CurrentProgram[MESA_SHADER_TESS_CTRL]
+ ? pipe->CurrentProgram[MESA_SHADER_TESS_CTRL]->Name : 0;
+ return;
case GL_GEOMETRY_SHADER:
if (!has_gs)
break;
}
_mesa_error(ctx, GL_INVALID_ENUM, "glGetProgramPipelineiv(pname=%s)",
- _mesa_lookup_enum_by_nr(pname));
+ _mesa_enum_to_string(pname));
}
/**
return status;
}
+static bool
+program_stages_interleaved_illegally(const struct gl_pipeline_object *pipe)
+{
+ struct gl_shader_program *prev = NULL;
+ unsigned i, j;
+
+ /* Look for programs bound to stages: A -> B -> A, with any intervening
+ * sequence of unrelated programs or empty stages.
+ */
+ for (i = 0; i < MESA_SHADER_STAGES; i++) {
+ struct gl_shader_program *cur = pipe->CurrentProgram[i];
+
+ /* Empty stages anywhere in the pipe are OK */
+ if (!cur || cur == prev)
+ continue;
+
+ if (prev) {
+ /* We've seen an A -> B transition; look at the rest of the pipe
+ * to see if we ever see A again.
+ */
+ for (j = i + 1; j < MESA_SHADER_STAGES; j++) {
+ if (pipe->CurrentProgram[j] == prev)
+ return true;
+ }
+ }
+
+ prev = cur;
+ }
+
+ return false;
+}
+
extern GLboolean
_mesa_validate_program_pipeline(struct gl_context* ctx,
struct gl_pipeline_object *pipe,
* - 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;
- }
+ if (program_stages_interleaved_illegally(pipe)) {
+ pipe->InfoLog =
+ ralloc_strdup(pipe,
+ "Program is active for multiple shader stages with an "
+ "intervening stage provided by another program");
+ goto err;
}
/* Section 2.11.11 (Shader Execution), subheading "Validation," of the
* executable vertex shader."
*/
if (!pipe->CurrentProgram[MESA_SHADER_VERTEX]
- && pipe->CurrentProgram[MESA_SHADER_GEOMETRY]) {
+ && (pipe->CurrentProgram[MESA_SHADER_GEOMETRY] ||
+ pipe->CurrentProgram[MESA_SHADER_TESS_CTRL] ||
+ pipe->CurrentProgram[MESA_SHADER_TESS_EVAL])) {
pipe->InfoLog = ralloc_strdup(pipe, "Program lacks a vertex shader");
goto err;
}
{
GET_CURRENT_CONTEXT(ctx);
- struct gl_pipeline_object *pipe = lookup_pipeline_object(ctx, pipeline);
+ struct gl_pipeline_object *pipe = _mesa_lookup_pipeline_object(ctx, pipeline);
if (!pipe) {
_mesa_error(ctx, GL_INVALID_OPERATION,
{
GET_CURRENT_CONTEXT(ctx);
- struct gl_pipeline_object *pipe = lookup_pipeline_object(ctx, pipeline);
+ struct gl_pipeline_object *pipe = _mesa_lookup_pipeline_object(ctx, pipeline);
if (!pipe) {
_mesa_error(ctx, GL_INVALID_VALUE,