* 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 "ralloc.h"
-#include <stdbool.h>
-#include "../glsl/glsl_parser_extras.h"
-#include "../glsl/ir_uniform.h"
+#include "util/ralloc.h"
/**
* Delete a pipeline object.
_mesa_delete_pipeline_object(struct gl_context *ctx,
struct gl_pipeline_object *obj)
{
- unsinged i;
+ unsigned i;
_mesa_reference_shader_program(ctx, &obj->_CurrentFragmentProgram, NULL);
_mesa_reference_shader_program(ctx, &obj->CurrentProgram[i], NULL);
_mesa_reference_shader_program(ctx, &obj->ActiveProgram, NULL);
- _glthread_DESTROY_MUTEX(obj->Mutex);
+ mtx_destroy(&obj->Mutex);
+ free(obj->Label);
ralloc_free(obj);
}
struct gl_pipeline_object *obj = rzalloc(NULL, struct gl_pipeline_object);
if (obj) {
obj->Name = name;
- _glthread_INIT_MUTEX(obj->Mutex);
+ mtx_init(&obj->Mutex, mtx_plain);
obj->RefCount = 1;
obj->Flags = _mesa_get_shader_flags();
+ obj->InfoLog = NULL;
}
return obj;
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);
}
* Callback for deleting a pipeline object. Called by _mesa_HashDeleteAll().
*/
static void
-delete_pipelineobj_cb(GLuint id, void *data, void *userData)
+delete_pipelineobj_cb(UNUSED GLuint id, void *data, void *userData)
{
struct gl_pipeline_object *obj = (struct gl_pipeline_object *) data;
struct gl_context *ctx = (struct gl_context *) userData;
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_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;
GLboolean deleteFlag = GL_FALSE;
struct gl_pipeline_object *oldObj = *ptr;
- _glthread_LOCK_MUTEX(oldObj->Mutex);
- ASSERT(oldObj->RefCount > 0);
+ mtx_lock(&oldObj->Mutex);
+ assert(oldObj->RefCount > 0);
oldObj->RefCount--;
deleteFlag = (oldObj->RefCount == 0);
- _glthread_UNLOCK_MUTEX(oldObj->Mutex);
+ mtx_unlock(&oldObj->Mutex);
if (deleteFlag) {
_mesa_delete_pipeline_object(ctx, oldObj);
*ptr = NULL;
}
- ASSERT(!*ptr);
+ assert(!*ptr);
if (obj) {
/* reference new pipeline object */
- _glthread_LOCK_MUTEX(obj->Mutex);
+ mtx_lock(&obj->Mutex);
if (obj->RefCount == 0) {
/* this pipeline's being deleted (look just above) */
/* Not sure this can ever really happen. Warn if it does. */
obj->RefCount++;
*ptr = obj;
}
- _glthread_UNLOCK_MUTEX(obj->Mutex);
+ mtx_unlock(&obj->Mutex);
}
}
void GLAPIENTRY
_mesa_UseProgramStages(GLuint pipeline, GLbitfield stages, GLuint program)
{
+ GET_CURRENT_CONTEXT(ctx);
+
+ 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;
+ }
+
+ /* Object is created by any Pipeline call but glGenProgramPipelines,
+ * glIsProgramPipeline and GetProgramPipelineInfoLog
+ */
+ pipe->EverBound = GL_TRUE;
+
+ /* Section 2.11.4 (Program Pipeline Objects) of the OpenGL 4.1 spec says:
+ *
+ * "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."
+ */
+ 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)");
+ return;
+ }
+
+ /* Section 2.17.2 (Transform Feedback Primitive Capture) of the OpenGL 4.1
+ * spec says:
+ *
+ * "The error INVALID_OPERATION is generated:
+ *
+ * ...
+ *
+ * - by UseProgramStages if the program pipeline object it refers
+ * to is current and the current transform feedback object is
+ * active and not paused;
+ */
+ if (ctx->_Shader == pipe) {
+ if (_mesa_is_xfb_active_and_unpaused(ctx)) {
+ _mesa_error(ctx, GL_INVALID_OPERATION,
+ "glUseProgramStages(transform feedback active)");
+ return;
+ }
+ }
+
+ if (program) {
+ shProg = _mesa_lookup_shader_program_err(ctx, program,
+ "glUseProgramStages");
+ if (shProg == NULL)
+ return;
+
+ /* Section 2.11.4 (Program Pipeline Objects) of the OpenGL 4.1 spec
+ * says:
+ *
+ * "If the program object named by program was linked without the
+ * PROGRAM_SEPARABLE parameter set, or was not linked successfully,
+ * the error INVALID_OPERATION is generated and the corresponding
+ * shader stages in the pipeline program pipeline object are not
+ * modified."
+ */
+ if (!shProg->LinkStatus) {
+ _mesa_error(ctx, GL_INVALID_OPERATION,
+ "glUseProgramStages(program not linked)");
+ return;
+ }
+
+ if (!shProg->SeparateShader) {
+ _mesa_error(ctx, GL_INVALID_OPERATION,
+ "glUseProgramStages(program wasn't linked with the "
+ "PROGRAM_SEPARABLE flag)");
+ return;
+ }
+ }
+
+ /* Enable individual stages from the program as requested by the
+ * application. If there is no shader for a requested stage in the
+ * program, _mesa_use_shader_program will enable fixed-function processing
+ * as dictated by the spec.
+ *
+ * Section 2.11.4 (Program Pipeline Objects) of the OpenGL 4.1 spec
+ * says:
+ *
+ * "If UseProgramStages is called with program set to zero or with a
+ * program object that contains no executable code for the given
+ * stages, it is as if the pipeline object has no programmable stage
+ * configured for the indicated shader stages."
+ */
+ if ((stages & GL_VERTEX_SHADER_BIT) != 0)
+ _mesa_use_shader_program(ctx, GL_VERTEX_SHADER, shProg, pipe);
+
+ if ((stages & GL_FRAGMENT_SHADER_BIT) != 0)
+ _mesa_use_shader_program(ctx, GL_FRAGMENT_SHADER, shProg, pipe);
+
+ 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;
}
/**
void GLAPIENTRY
_mesa_ActiveShaderProgram(GLuint pipeline, GLuint program)
{
+ GET_CURRENT_CONTEXT(ctx);
+ struct gl_shader_program *shProg = NULL;
+ 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,
+ "glActiveShaderProgram(program)");
+ if (shProg == NULL)
+ return;
+ }
+
+ if (!pipe) {
+ _mesa_error(ctx, GL_INVALID_OPERATION, "glActiveShaderProgram(pipeline)");
+ return;
+ }
+
+ /* Object is created by any Pipeline call but glGenProgramPipelines,
+ * glIsProgramPipeline and GetProgramPipelineInfoLog
+ */
+ pipe->EverBound = GL_TRUE;
+
+ if ((shProg != NULL) && !shProg->LinkStatus) {
+ _mesa_error(ctx, GL_INVALID_OPERATION,
+ "glActiveShaderProgram(program %u not linked)", shProg->Name);
+ return;
+ }
+
+ _mesa_reference_shader_program(ctx, &pipe->ActiveProgram, shProg);
}
/**
void GLAPIENTRY
_mesa_BindProgramPipeline(GLuint pipeline)
{
+ 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)
+ return;
+
+ /* Section 2.17.2 (Transform Feedback Primitive Capture) of the OpenGL 4.1
+ * spec says:
+ *
+ * "The error INVALID_OPERATION is generated:
+ *
+ * ...
+ *
+ * - by BindProgramPipeline if the current transform feedback
+ * object is active and not paused;
+ */
+ if (_mesa_is_xfb_active_and_unpaused(ctx)) {
+ _mesa_error(ctx, GL_INVALID_OPERATION,
+ "glBindProgramPipeline(transform feedback active)");
+ return;
+ }
+
+ /* Get pointer to new pipeline object (newObj)
+ */
+ if (pipeline) {
+ /* non-default pipeline object */
+ newObj = _mesa_lookup_pipeline_object(ctx, pipeline);
+ if (!newObj) {
+ _mesa_error(ctx, GL_INVALID_OPERATION,
+ "glBindProgramPipeline(non-gen name)");
+ return;
+ }
+
+ /* Object is created by any Pipeline call but glGenProgramPipelines,
+ * glIsProgramPipeline and GetProgramPipelineInfoLog
+ */
+ newObj->EverBound = GL_TRUE;
+ }
+
+ _mesa_bind_pipeline(ctx, newObj);
+}
+
+void
+_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);
+
+ /* Section 2.11.3 (Program Objects) of the OpenGL 4.1 spec says:
+ *
+ * "If there is a current program object established by UseProgram,
+ * that program is considered current for all stages. Otherwise, if
+ * there is a bound program pipeline object (see section 2.11.4), the
+ * program bound to the appropriate stage of the pipeline object is
+ * considered current."
+ */
+ if (&ctx->Shader != ctx->_Shader) {
+ if (pipe != NULL) {
+ /* Bound the pipeline to the current program and
+ * restore the pipeline state
+ */
+ _mesa_reference_pipeline_object(ctx, &ctx->_Shader, pipe);
+ } else {
+ /* Unbind the pipeline */
+ _mesa_reference_pipeline_object(ctx, &ctx->_Shader,
+ ctx->Pipeline.Default);
+ }
+
+ 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]);
+ }
}
/**
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]);
+ 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);
+
+ if (MESA_VERBOSE & VERBOSE_API)
+ _mesa_debug(ctx, "glGenProgramPipelines(%d, %p)\n", n, pipelines);
+
+ create_program_pipelines(ctx, n, pipelines, false);
+}
+
+void GLAPIENTRY
+_mesa_CreateProgramPipelines(GLsizei n, GLuint *pipelines)
+{
+ 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);
+}
+
/**
* Determine if ID is the name of an pipeline object.
*
{
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;
void GLAPIENTRY
_mesa_GetProgramPipelineiv(GLuint pipeline, GLenum pname, GLint *params)
{
+ GET_CURRENT_CONTEXT(ctx);
+ 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,
+ "glGetProgramPipelineiv(pipeline)");
+ return;
+ }
+
+ /* Object is created by any Pipeline call but glGenProgramPipelines,
+ * glIsProgramPipeline and GetProgramPipelineInfoLog
+ */
+ pipe->EverBound = GL_TRUE;
+
+ switch (pname) {
+ case GL_ACTIVE_PROGRAM:
+ *params = pipe->ActiveProgram ? pipe->ActiveProgram->Name : 0;
+ return;
+ case GL_INFO_LOG_LENGTH:
+ *params = pipe->InfoLog ? strlen(pipe->InfoLog) + 1 : 0;
+ return;
+ case GL_VALIDATE_STATUS:
+ *params = pipe->Validated;
+ return;
+ case GL_VERTEX_SHADER:
+ *params = pipe->CurrentProgram[MESA_SHADER_VERTEX]
+ ? pipe->CurrentProgram[MESA_SHADER_VERTEX]->Name : 0;
+ return;
+ case GL_TESS_EVALUATION_SHADER:
+ 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:
+ 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_GEOMETRY]
+ ? pipe->CurrentProgram[MESA_SHADER_GEOMETRY]->Name : 0;
+ return;
+ case GL_FRAGMENT_SHADER:
+ *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_enum_to_string(pname));
+}
+
+/**
+ * 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;
+}
+
+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)
+{
+ unsigned i;
+ bool program_empty = true;
+
+ 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])) {
+ return GL_FALSE;
+ }
+ }
+
+ /* 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."
+ */
+ 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
+ * 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->CurrentProgram[MESA_SHADER_TESS_CTRL] ||
+ pipe->CurrentProgram[MESA_SHADER_TESS_EVAL])) {
+ pipe->InfoLog = ralloc_strdup(pipe, "Program lacks a vertex shader");
+ return GL_FALSE;
+ }
+
+ /* 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);
+ 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:
+ *
+ * "[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))
+ 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)) {
+ if (_mesa_is_gles(ctx))
+ return GL_FALSE;
+
+ static GLuint msg_id = 0;
+
+ _mesa_gl_debug(ctx, &msg_id,
+ MESA_DEBUG_SOURCE_API,
+ MESA_DEBUG_TYPE_PORTABILITY,
+ MESA_DEBUG_SEVERITY_MEDIUM,
+ "glValidateProgramPipeline: pipeline %u does not meet "
+ "strict OpenGL ES 3.1 requirements and may not be "
+ "portable across desktop hardware\n",
+ pipe->Name);
+ }
+
+ pipe->Validated = GL_TRUE;
+ return GL_TRUE;
}
/**
void GLAPIENTRY
_mesa_ValidateProgramPipeline(GLuint pipeline)
{
+ GET_CURRENT_CONTEXT(ctx);
+
+ 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,
+ "glValidateProgramPipeline(pipeline)");
+ return;
+ }
+
+ _mesa_validate_program_pipeline(ctx, pipe);
}
void GLAPIENTRY
_mesa_GetProgramPipelineInfoLog(GLuint pipeline, GLsizei bufSize,
GLsizei *length, GLchar *infoLog)
{
+ GET_CURRENT_CONTEXT(ctx);
+
+ 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,
+ "glGetProgramPipelineInfoLog(pipeline)");
+ return;
+ }
+
+ if (bufSize < 0) {
+ _mesa_error(ctx, GL_INVALID_VALUE,
+ "glGetProgramPipelineInfoLog(bufSize)");
+ return;
+ }
+
+ _mesa_copy_string(infoLog, bufSize, length, pipe->InfoLog);
}