* GL_ARB_separate_shader_objects extension.
*/
+#include <stdbool.h>
#include "main/glheader.h"
#include "main/context.h"
#include "main/dispatch.h"
#include "main/shaderobj.h"
#include "main/transformfeedback.h"
#include "main/uniforms.h"
+#include "compiler/glsl/glsl_parser_extras.h"
+#include "compiler/glsl/ir_uniform.h"
#include "program/program.h"
#include "program/prog_parameter.h"
#include "util/ralloc.h"
-#include <stdbool.h>
-#include "../glsl/glsl_parser_extras.h"
-#include "../glsl/ir_uniform.h"
/**
* Delete a pipeline object.
_mesa_reference_shader_program(ctx, &obj->ActiveProgram, NULL);
mtx_destroy(&obj->Mutex);
+ free(obj->Label);
ralloc_free(obj);
}
* 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;
{
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 (MESA_VERBOSE & VERBOSE_API)
+ _mesa_debug(ctx, "glUseProgramStages(%u, 0x%x, %u)\n",
+ pipeline, stages, program);
+
if (!pipe) {
_mesa_error(ctx, GL_INVALID_OPERATION, "glUseProgramStages(pipeline)");
return;
*
* "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
*/
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 (_mesa_has_compute_shaders(ctx))
+ any_valid_stages |= GL_COMPUTE_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);
+
+ if ((stages & GL_COMPUTE_SHADER_BIT) != 0)
+ _mesa_use_shader_program(ctx, GL_COMPUTE_SHADER, shProg, pipe);
+
+ pipe->Validated = false;
}
/**
{
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 (MESA_VERBOSE & VERBOSE_API)
+ _mesa_debug(ctx, "glActiveShaderProgram(%u, %u)\n", pipeline, program);
if (program != 0) {
shProg = _mesa_lookup_shader_program_err(ctx, program,
GET_CURRENT_CONTEXT(ctx);
struct gl_pipeline_object *newObj = NULL;
+ if (MESA_VERBOSE & VERBOSE_API)
+ _mesa_debug(ctx, "glBindProgramPipeline(%u)\n", pipeline);
+
/* Rebinding the same pipeline object: no change.
*/
if (ctx->_Shader->Name == pipeline)
*/
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)");
_mesa_bind_pipeline(struct gl_context *ctx,
struct gl_pipeline_object *pipe)
{
+ int i;
/* First bind the Pipeline to pipeline binding point */
_mesa_reference_pipeline_object(ctx, &ctx->Pipeline.Current, pipe);
FLUSH_VERTICES(ctx, _NEW_PROGRAM | _NEW_PROGRAM_CONSTANTS);
+ for (i = 0; i < MESA_SHADER_STAGES; i++)
+ _mesa_shader_program_init_subroutine_defaults(ctx->_Shader->CurrentProgram[i]);
+
if (ctx->Driver.UseProgram)
ctx->Driver.UseProgram(ctx, NULL);
}
GET_CURRENT_CONTEXT(ctx);
GLsizei i;
+ if (MESA_VERBOSE & VERBOSE_API)
+ _mesa_debug(ctx, "glDeleteProgramPipelines(%d, %p)\n", n, pipelines);
+
if (n < 0) {
_mesa_error(ctx, GL_INVALID_VALUE, "glDeleteProgramPipelines(n<0)");
return;
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]);
{
GET_CURRENT_CONTEXT(ctx);
+ if (MESA_VERBOSE & VERBOSE_API)
+ _mesa_debug(ctx, "glGenProgramPipelines(%d, %p)\n", n, pipelines);
+
create_program_pipelines(ctx, n, pipelines, false);
}
{
GET_CURRENT_CONTEXT(ctx);
+ if (MESA_VERBOSE & VERBOSE_API)
+ _mesa_debug(ctx, "glCreateProgramPipelines(%d, %p)\n", n, pipelines);
+
create_program_pipelines(ctx, n, pipelines, true);
}
{
GET_CURRENT_CONTEXT(ctx);
- struct gl_pipeline_object *obj = lookup_pipeline_object(ctx, pipeline);
+ if (MESA_VERBOSE & VERBOSE_API)
+ _mesa_debug(ctx, "glIsProgramPipeline(%u)\n", 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);
+
+ if (MESA_VERBOSE & VERBOSE_API)
+ _mesa_debug(ctx, "glGetProgramPipelineiv(%u, %d, %p)\n",
+ pipeline, pname, params);
/* 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;
*params = pipe->CurrentProgram[MESA_SHADER_FRAGMENT]
? pipe->CurrentProgram[MESA_SHADER_FRAGMENT]->Name : 0;
return;
+ case GL_COMPUTE_SHADER:
+ if (!_mesa_has_compute_shaders(ctx))
+ break;
+ *params = pipe->CurrentProgram[MESA_SHADER_COMPUTE]
+ ? pipe->CurrentProgram[MESA_SHADER_COMPUTE]->Name : 0;
+ return;
default:
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,
- GLboolean IsBound)
+ struct gl_pipeline_object *pipe)
{
unsigned i;
+ bool program_empty = true;
pipe->Validated = GL_FALSE;
*/
for (i = 0; i < MESA_SHADER_STAGES; i++) {
if (!program_stages_all_active(pipe, pipe->CurrentProgram[i])) {
- goto err;
+ return GL_FALSE;
}
}
* - 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");
+ return GL_FALSE;
}
/* 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;
+ return GL_FALSE;
}
/* Section 2.11.11 (Shader Execution), subheading "Validation," of the
"Program %d was relinked without "
"PROGRAM_SEPARABLE state",
pipe->CurrentProgram[i]->Name);
- goto err;
+ return GL_FALSE;
+ }
+ }
+
+ /* Section 11.1.3.11 (Validation) of the OpenGL 4.5 spec says:
+ *
+ * "An INVALID_OPERATION error is generated by any command that trans-
+ * fers vertices to the GL or launches compute work if the current set
+ * of active program objects cannot be executed, for reasons including:
+ *
+ * ...
+ *
+ * - There is no current program object specified by UseProgram,
+ * there is a current program pipeline object, and that object is
+ * empty (no executable code is installed for any stage).
+ */
+ for (i = 0; i < MESA_SHADER_STAGES; i++) {
+ if (pipe->CurrentProgram[i]) {
+ program_empty = false;
+ break;
}
}
+ if (program_empty) {
+ return GL_FALSE;
+ }
+
/* Section 2.11.11 (Shader Execution), subheading "Validation," of the
* OpenGL 4.1 spec says:
*
* maximum number of texture image units allowed."
*/
if (!_mesa_sampler_uniforms_pipeline_are_valid(pipe))
- goto err;
+ return GL_FALSE;
+
+ /* Validate inputs against outputs, this cannot be done during linking
+ * since programs have been linked separately from each other.
+ *
+ * Section 11.1.3.11 (Validation) of the OpenGL 4.5 Core Profile spec says:
+ *
+ * "Separable program objects may have validation failures that cannot be
+ * detected without the complete program pipeline. Mismatched interfaces,
+ * improper usage of program objects together, and the same
+ * state-dependent failures can result in validation errors for such
+ * program objects."
+ *
+ * OpenGL ES 3.1 specification has the same text.
+ *
+ * Section 11.1.3.11 (Validation) of the OpenGL ES spec also says:
+ *
+ * An INVALID_OPERATION error is generated by any command that transfers
+ * vertices to the GL or launches compute work if the current set of
+ * active program objects cannot be executed, for reasons including:
+ *
+ * * The current program pipeline object contains a shader interface
+ * that doesn't have an exact match (see section 7.4.1)
+ *
+ * Based on this, only perform the most-strict checking on ES or when the
+ * application has created a debug context.
+ */
+ if ((_mesa_is_gles(ctx) || (ctx->Const.ContextFlags & GL_CONTEXT_FLAG_DEBUG_BIT)) &&
+ !_mesa_validate_pipeline_io(pipe))
+ return GL_FALSE;
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;
}
/**
{
GET_CURRENT_CONTEXT(ctx);
- struct gl_pipeline_object *pipe = lookup_pipeline_object(ctx, pipeline);
+ if (MESA_VERBOSE & VERBOSE_API)
+ _mesa_debug(ctx, "glValidateProgramPipeline(%u)\n", pipeline);
+
+ struct gl_pipeline_object *pipe = _mesa_lookup_pipeline_object(ctx, pipeline);
if (!pipe) {
_mesa_error(ctx, GL_INVALID_OPERATION,
return;
}
- _mesa_validate_program_pipeline(ctx, pipe,
- (ctx->_Shader->Name == pipe->Name));
+ _mesa_validate_program_pipeline(ctx, pipe);
}
void GLAPIENTRY
{
GET_CURRENT_CONTEXT(ctx);
- struct gl_pipeline_object *pipe = lookup_pipeline_object(ctx, pipeline);
+ if (MESA_VERBOSE & VERBOSE_API)
+ _mesa_debug(ctx, "glGetProgramPipelineInfoLog(%u, %d, %p, %p)\n",
+ pipeline, bufSize, length, infoLog);
+
+ struct gl_pipeline_object *pipe = _mesa_lookup_pipeline_object(ctx, pipeline);
if (!pipe) {
_mesa_error(ctx, GL_INVALID_VALUE,
return;
}
- if (pipe->InfoLog)
- _mesa_copy_string(infoLog, bufSize, length, pipe->InfoLog);
- else
- *length = 0;
+ _mesa_copy_string(infoLog, bufSize, length, pipe->InfoLog);
}