*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]
_mesa_lookup_enum_by_nr(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;
+}
+
+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