mesa/sso: replace Shader binding point with _Shader

To avoid NULL pointer check a default pipeline object is installed in
_Shader when no program is current

The spec say that UseProgram/UseShaderProgramEXT/ActiveProgramEXT got an
higher priority over the pipeline object. When default program is
uninstall, the pipeline is used if any was bound.

Note: A careful rename need to be done now...

V2: formating improvement

V3 (idr):
* Build fix.  The original patch added calls to _mesa_use_shader_program
  with 4 parameters, but the fourth parameter isn't added to that
  function until a much later patch.  Just drop that parameter for now.
* Trivial reformatting.
* Updated comment of gl_context::_Shader

v4 (idr): Reformat spec quotations to look like spec quotations.  Update
comments describing what gl_context::_Shader can point to.  Bot
suggested by Eric.

Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Eric Anholt <eric@anholt.net>
This commit is contained in:
Gregory Hainaut 2013-06-28 14:33:54 -07:00 committed by Ian Romanick
parent b995a010e6
commit b2bddaf7a0
3 changed files with 125 additions and 3 deletions

View file

@ -2817,6 +2817,9 @@ struct gl_pipeline_shader_state
/** Currently bound pipeline object. See _mesa_BindProgramPipeline() */
struct gl_pipeline_object *Current;
/* Default Object to ensure that _Shader is never NULL */
struct gl_pipeline_object *Default;
/** Pipeline objects */
struct _mesa_HashTable *Objects;
};
@ -4123,6 +4126,26 @@ struct gl_context
struct gl_pipeline_shader_state Pipeline; /**< GLSL pipeline shader object state */
struct gl_pipeline_object Shader; /**< GLSL shader object state */
/**
* Current active shader pipeline state
*
* Almost all internal users want ::_Shader instead of ::Shader. The
* exceptions are bits of legacy GLSL API that do not know about separate
* shader objects.
*
* If a program is active via \c glUseProgram, this will point to
* \c ::Shader.
*
* If a program pipeline is active via \c glBindProgramPipeline, this will
* point to \c ::Pipeline.Current.
*
* If neither a program nor a program pipeline is active, this will point to
* \c ::Pipeline.Default. This ensures that \c ::_Shader will never be
* \c NULL.
*/
struct gl_pipeline_object *_Shader;
struct gl_shader_compiler_options ShaderCompilerOptions[MESA_SHADER_STAGES];
struct gl_query_state Query; /**< occlusion, timer queries */

View file

@ -94,6 +94,10 @@ _mesa_init_pipeline(struct gl_context *ctx)
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);
}
@ -117,6 +121,10 @@ _mesa_free_pipeline_data(struct gl_context *ctx)
{
_mesa_HashDeleteAll(ctx->Pipeline.Objects, delete_pipelineobj_cb, ctx);
_mesa_DeleteHashTable(ctx->Pipeline.Objects);
_mesa_reference_pipeline_object(ctx, &ctx->_Shader, NULL);
_mesa_delete_pipeline_object(ctx, ctx->Pipeline.Default);
}
/**

View file

@ -44,6 +44,7 @@
#include "main/hash.h"
#include "main/hash_table.h"
#include "main/mtypes.h"
#include "main/pipelineobj.h"
#include "main/shaderapi.h"
#include "main/shaderobj.h"
#include "main/transformfeedback.h"
@ -144,6 +145,8 @@ _mesa_free_shader_state(struct gl_context *ctx)
_mesa_reference_shader_program(ctx, &ctx->Shader.ActiveProgram, NULL);
/* Extended for ARB_separate_shader_objects */
_mesa_reference_pipeline_object(ctx, &ctx->_Shader, NULL);
assert(ctx->Shader.RefCount == 1);
mtx_destroy(&ctx->Shader.Mutex);
}
@ -1541,7 +1544,31 @@ _mesa_UseProgram(GLhandleARB program)
shProg = NULL;
}
_mesa_use_program(ctx, shProg);
/* The "Dependencies on EXT_separate_shader_objects" section of the
* ARB_separate_shader_object spec says:
*
* "The executable code for an individual shader stage is taken from
* the current program for that stage. If there is a current program
* object for any shader stage or for uniform updates established by
* UseProgram, UseShaderProgramEXT, or ActiveProgramEXT, the current
* program for that stage (if any) is considered current. Otherwise,
* if there is a bound program pipeline object ..."
*/
if (program) {
/* Attach shader state to the binding point */
_mesa_reference_pipeline_object(ctx, &ctx->_Shader, &ctx->Shader);
/* Update the program */
_mesa_use_program(ctx, shProg);
} else {
/* Must be done first: detach the progam */
_mesa_use_program(ctx, shProg);
/* Unattach shader_state binding point */
_mesa_reference_pipeline_object(ctx, &ctx->_Shader, ctx->Pipeline.Default);
/* If a pipeline was bound, rebind it */
if (ctx->Pipeline.Current) {
_mesa_BindProgramPipeline(ctx->Pipeline.Current->Name);
}
}
}
@ -1815,7 +1842,41 @@ _mesa_UseShaderProgramEXT(GLenum type, GLuint program)
}
}
_mesa_use_shader_program(ctx, type, shProg);
/* The "Dependencies on EXT_separate_shader_objects" section of the
* ARB_separate_shader_object spec says:
*
* "The executable code for an individual shader stage is taken from
* the current program for that stage. If there is a current program
* object for any shader stage or for uniform updates established by
* UseProgram, UseShaderProgramEXT, or ActiveProgramEXT, the current
* program for that stage (if any) is considered current. Otherwise,
* if there is a bound program pipeline object ..."
*/
if (program) {
/* Attach shader state to the binding point */
_mesa_reference_pipeline_object(ctx, &ctx->_Shader, &ctx->Shader);
/* Update the program */
_mesa_use_shader_program(ctx, type, shProg);
} else {
/* Must be done first: detach the progam */
_mesa_use_shader_program(ctx, type, shProg);
/* Nothing remains current */
if (!ctx->Shader.CurrentVertexProgram &&
!ctx->Shader.CurrentGeometryProgram &&
!ctx->Shader.CurrentFragmentProgram &&
!ctx->Shader.ActiveProgram) {
/* Unattach shader_state binding point */
_mesa_reference_pipeline_object(ctx, &ctx->_Shader,
ctx->Pipeline.Default);
/* If a pipeline was bound, rebind it */
if (ctx->Pipeline.Current) {
_mesa_BindProgramPipeline(ctx->Pipeline.Current->Name);
}
}
}
}
@ -1830,7 +1891,37 @@ _mesa_ActiveProgramEXT(GLuint program)
? _mesa_lookup_shader_program_err(ctx, program, "glActiveProgramEXT")
: NULL;
_mesa_active_program(ctx, shProg, "glActiveProgramEXT");
/* The "Dependencies on EXT_separate_shader_objects" section of the
* ARB_separate_shader_object spec says:
*
* "The executable code for an individual shader stage is taken from
* the current program for that stage. If there is a current program
* object for any shader stage or for uniform updates established by
* UseProgram, UseShaderProgramEXT, or ActiveProgramEXT, the current
* program for that stage (if any) is considered current. Otherwise,
* if there is a bound program pipeline object ..."
*/
if (shProg != NULL) {
/* Attach shader state to the binding point */
_mesa_reference_pipeline_object(ctx, &ctx->_Shader, &ctx->Shader);
_mesa_active_program(ctx, shProg, "glActiveProgramEXT");
} else {
/* Must be done first: unset the current active progam */
_mesa_active_program(ctx, shProg, "glActiveProgramEXT");
/* Nothing remains current */
if (!ctx->Shader.CurrentVertexProgram && !ctx->Shader.CurrentGeometryProgram &&
!ctx->Shader.CurrentFragmentProgram && !ctx->Shader.ActiveProgram) {
/* Unattach shader_state binding point */
_mesa_reference_pipeline_object(ctx, &ctx->_Shader, ctx->Pipeline.Default);
/* If a pipeline was bound, rebind it */
if (ctx->Pipeline.Current) {
_mesa_BindProgramPipeline(ctx->Pipeline.Current->Name);
}
}
}
return;
}