[Mesa-dev] [PATCH 05/12] sso: replace Shader binding point with _Shader

Brian Paul brianp at vmware.com
Sat Apr 6 07:52:35 PDT 2013


One more comment for now below.  I may not get to review the rest for 
a few days.

-Brian

On 04/05/2013 03:27 PM, gregory wrote:
> 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...
> ---
>   src/mesa/main/mtypes.h      |    4 ++
>   src/mesa/main/pipelineobj.c |    8 ++++
>   src/mesa/main/shaderapi.c   |   91 +++++++++++++++++++++++++++++++++++++++++--
>   3 files changed, 100 insertions(+), 3 deletions(-)
>
> diff --git a/src/mesa/main/mtypes.h b/src/mesa/main/mtypes.h
> index 2445574..dc54f3d 100644
> --- a/src/mesa/main/mtypes.h
> +++ b/src/mesa/main/mtypes.h
> @@ -2433,6 +2433,9 @@ struct gl_pipeline_shader_state
>      /** Currently bound pipeline object. See _mesa_BindProgramPipeline() */
>      struct gl_shader_state *PipelineObj;
>
> +   /* Default Object to ensure that _Shader is never NULL */
> +   struct gl_shader_state *Default;
> +
>      /** Pipeline objects */
>      struct _mesa_HashTable *Objects;
>   };
> @@ -3541,6 +3544,7 @@ struct gl_context
>
>      struct gl_pipeline_shader_state Pipeline; /**<  GLSL pipeline shader object state */
>      struct gl_shader_state Shader; /**<  GLSL shader object state */
> +   struct gl_shader_state *_Shader; /**<  Points to ::Shader or ::Pipeline.PipelineObj or ::Pipeline.Default */

If gl_shader_state gets renamed to gl_pipeline_object then this field 
would probably be better name CurrentPipeline, or similar.



>      struct gl_shader_compiler_options ShaderCompilerOptions[MESA_SHADER_TYPES];
>
>      struct gl_query_state Query;  /**<  occlusion, timer queries */
> diff --git a/src/mesa/main/pipelineobj.c b/src/mesa/main/pipelineobj.c
> index 7a56c67..c805cdf 100644
> --- a/src/mesa/main/pipelineobj.c
> +++ b/src/mesa/main/pipelineobj.c
> @@ -97,6 +97,10 @@ _mesa_init_pipeline(struct gl_context *ctx)
>      ctx->Pipeline.Objects = _mesa_NewHashTable();
>
>      ctx->Pipeline.PipelineObj = NULL;
> +
> +   /* Install a default Pipeline */
> +   ctx->Pipeline.Default = _mesa_new_pipeline_object(ctx, 0);
> +   _mesa_reference_pipeline_object(ctx,&ctx->_Shader, ctx->Pipeline.Default);
>   }
>
>
> @@ -120,6 +124,10 @@ _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);
> +
>   }
>
>   /**
> diff --git a/src/mesa/main/shaderapi.c b/src/mesa/main/shaderapi.c
> index a86a429..1092287 100644
> --- a/src/mesa/main/shaderapi.c
> +++ b/src/mesa/main/shaderapi.c
> @@ -43,6 +43,7 @@
>   #include "main/hash.h"
>   #include "main/mfeatures.h"
>   #include "main/mtypes.h"
> +#include "main/pipelineobj.h"
>   #include "main/shaderapi.h"
>   #include "main/shaderobj.h"
>   #include "main/transformfeedback.h"
> @@ -138,6 +139,8 @@ _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);
>      _glthread_DESTROY_MUTEX(ctx->Shader.Mutex);
>   }
> @@ -1453,7 +1456,29 @@ _mesa_UseProgram(GLhandleARB program)
>         shProg = NULL;
>      }
>
> -   _mesa_use_program(ctx, shProg);
> +   /*
> +    * 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.PipelineObj) {
> +         _mesa_BindProgramPipeline (ctx->Pipeline.PipelineObj->Name);
> +      }
> +   }
>   }
>
>
> @@ -1769,7 +1794,37 @@ _mesa_UseShaderProgramEXT(GLenum type, GLuint program)
>         }
>      }
>
> -   _mesa_use_shader_program(ctx, type, shProg);
> +   /*
> +    * 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,&ctx->Shader);
> +   } else {
> +      /* Must be done first: detach the progam */
> +      _mesa_use_shader_program(ctx, type, shProg,&ctx->Shader);
> +
> +      /* Nothing remains current */
> +      if (  ctx->Shader.CurrentVertexProgram   == NULL&&
> +            ctx->Shader.CurrentGeometryProgram == NULL&&
> +            ctx->Shader.CurrentFragmentProgram == NULL&&
> +            ctx->Shader.ActiveProgram          == NULL) {
> +
> +         /* 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.PipelineObj) {
> +            _mesa_BindProgramPipeline (ctx->Pipeline.PipelineObj->Name);
> +         }
> +      }
> +   }
>   }
>
>
> @@ -1784,7 +1839,37 @@ _mesa_ActiveProgramEXT(GLuint program)
>         ? _mesa_lookup_shader_program_err(ctx, program, "glActiveProgramEXT")
>         : NULL;
>
> -   _mesa_active_program(ctx, shProg, "glActiveProgramEXT");
> +   /*
> +    * 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   == NULL&&
> +            ctx->Shader.CurrentGeometryProgram == NULL&&
> +            ctx->Shader.CurrentFragmentProgram == NULL&&
> +            ctx->Shader.ActiveProgram          == NULL) {
> +
> +         /* 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.PipelineObj) {
> +            _mesa_BindProgramPipeline (ctx->Pipeline.PipelineObj->Name);
> +         }
> +      }
> +   }
> +
>      return;
>   }
>



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