st/glsl_to_tgsi: add ARB_get_program_binary support using TGSI
authorTimothy Arceri <tarceri@itsqueeze.com>
Mon, 27 Nov 2017 06:01:01 +0000 (17:01 +1100)
committerTimothy Arceri <tarceri@itsqueeze.com>
Wed, 17 Jan 2018 12:43:28 +0000 (23:43 +1100)
This resolves a game bug in Dead Island. The game doesn't properly
handle ARB_get_program_binary with 0 supported formats, and ends up
crashing.

This will enable ARB_get_program_binary binary support for any
driver that currently enables the on-disk shader cache.

Tested-by: Dieter Nützel <Dieter@nuetzel-hh.de>
Reviewed-by: Nicolai Hähnle <nicolai.haehnle@amd.com>
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=85564

src/mesa/state_tracker/st_context.c
src/mesa/state_tracker/st_extensions.c

index 7564a5303521fa597338d344d99b5a5eea30c403..a7b2cfc12bac28bb1e8cdedc618c684ecd39e872 100644 (file)
@@ -74,6 +74,7 @@
 #include "st_pbo.h"
 #include "st_program.h"
 #include "st_sampler_view.h"
+#include "st_shader_cache.h"
 #include "st_vdpau.h"
 #include "st_texture.h"
 #include "pipe/p_context.h"
@@ -760,4 +761,9 @@ st_init_driver_functions(struct pipe_screen *screen,
    functions->SetBackgroundContext = st_set_background_context;
    functions->GetDriverUuid = st_get_device_uuid;
    functions->GetDeviceUuid = st_get_driver_uuid;
+
+   /* GL_ARB_get_program_binary */
+   functions->GetProgramBinaryDriverSHA1 = st_get_program_binary_driver_sha1;
+   functions->ProgramBinarySerializeDriverBlob = st_serialise_tgsi_program;
+   functions->ProgramBinaryDeserializeDriverBlob = st_deserialise_tgsi_program;
 }
index c8411a699513534d8e7a8ad08fcc6df912d337df..370d1a7e06bbe4f6148a19f7a47c0886dc1df692 100644 (file)
@@ -417,6 +417,10 @@ void st_init_limits(struct pipe_screen *screen,
    c->GLSLFrontFacingIsSysVal =
       screen->get_param(screen, PIPE_CAP_TGSI_FS_FACE_IS_INTEGER_SYSVAL);
 
+   /* GL_ARB_get_program_binary */
+   if (screen->get_disk_shader_cache && screen->get_disk_shader_cache(screen))
+      c->NumProgramBinaryFormats = 1;
+
    c->MaxAtomicBufferBindings =
           c->Program[MESA_SHADER_FRAGMENT].MaxAtomicBuffers;