From: Timothy Arceri Date: Mon, 27 Nov 2017 06:01:01 +0000 (+1100) Subject: st/glsl_to_tgsi: add ARB_get_program_binary support using TGSI X-Git-Url: https://git.libre-soc.org/?a=commitdiff_plain;h=a20016d8277f9cd68620784417a57ae227783a04;p=mesa.git st/glsl_to_tgsi: add ARB_get_program_binary support using TGSI 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 Reviewed-by: Nicolai Hähnle Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=85564 --- diff --git a/src/mesa/state_tracker/st_context.c b/src/mesa/state_tracker/st_context.c index 7564a530352..a7b2cfc12ba 100644 --- a/src/mesa/state_tracker/st_context.c +++ b/src/mesa/state_tracker/st_context.c @@ -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; } diff --git a/src/mesa/state_tracker/st_extensions.c b/src/mesa/state_tracker/st_extensions.c index c8411a69951..370d1a7e06b 100644 --- a/src/mesa/state_tracker/st_extensions.c +++ b/src/mesa/state_tracker/st_extensions.c @@ -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;