mesa/cs: Add compute support to update_program().
authorPaul Berry <stereotype441@gmail.com>
Sat, 11 Jan 2014 05:39:25 +0000 (21:39 -0800)
committerJordan Justen <jordan.l.justen@intel.com>
Sat, 2 May 2015 07:34:28 +0000 (00:34 -0700)
Reviewed-by: Jordan Justen <jordan.l.justen@intel.com>
Reviewed-by: Kristian Høgsberg <krh@bitplanet.net>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
src/mesa/main/state.c

index cc84c61486c4f59f655e302a536e6a9b15eeffe1..99db37bafd7eb6b76b1ff32ad19bea13d6299550 100644 (file)
@@ -101,9 +101,12 @@ update_program(struct gl_context *ctx)
       ctx->_Shader->CurrentProgram[MESA_SHADER_GEOMETRY];
    struct gl_shader_program *fsProg =
       ctx->_Shader->CurrentProgram[MESA_SHADER_FRAGMENT];
+   const struct gl_shader_program *csProg =
+      ctx->_Shader->CurrentProgram[MESA_SHADER_COMPUTE];
    const struct gl_vertex_program *prevVP = ctx->VertexProgram._Current;
    const struct gl_fragment_program *prevFP = ctx->FragmentProgram._Current;
    const struct gl_geometry_program *prevGP = ctx->GeometryProgram._Current;
+   const struct gl_compute_program *prevCP = ctx->ComputeProgram._Current;
    GLbitfield new_state = 0x0;
 
    /*
@@ -199,6 +202,16 @@ update_program(struct gl_context *ctx)
       _mesa_reference_vertprog(ctx, &ctx->VertexProgram._Current, NULL);
    }
 
+   if (csProg && csProg->LinkStatus
+       && csProg->_LinkedShaders[MESA_SHADER_COMPUTE]) {
+      /* Use GLSL compute shader */
+      _mesa_reference_compprog(ctx, &ctx->ComputeProgram._Current,
+                               gl_compute_program(csProg->_LinkedShaders[MESA_SHADER_COMPUTE]->Program));
+   } else {
+      /* no compute program */
+      _mesa_reference_compprog(ctx, &ctx->ComputeProgram._Current, NULL);
+   }
+
    /* Let the driver know what's happening:
     */
    if (ctx->FragmentProgram._Current != prevFP) {
@@ -225,6 +238,14 @@ update_program(struct gl_context *ctx)
       }
    }
 
+   if (ctx->ComputeProgram._Current != prevCP) {
+      new_state |= _NEW_PROGRAM;
+      if (ctx->Driver.BindProgram) {
+         ctx->Driver.BindProgram(ctx, GL_COMPUTE_PROGRAM_NV,
+                                 (struct gl_program *) ctx->ComputeProgram._Current);
+      }
+   }
+
    return new_state;
 }