[Mesa-dev] [PATCH 03/12] mesa/sso: replace Shader binding point with _Shader
Eric Anholt
eric at anholt.net
Wed Mar 5 12:23:56 PST 2014
Ian Romanick <idr at freedesktop.org> writes:
> From: Gregory Hainaut <gregory.hainaut at gmail.com>
>
> 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
>
> Reviewed-by: Ian Romanick <ian.d.romanick at intel.com>
> ---
> src/mesa/main/mtypes.h | 15 ++++++++
> src/mesa/main/pipelineobj.c | 8 ++++
> src/mesa/main/shaderapi.c | 91 +++++++++++++++++++++++++++++++++++++++++++--
> 3 files changed, 111 insertions(+), 3 deletions(-)
>
> diff --git a/src/mesa/main/mtypes.h b/src/mesa/main/mtypes.h
> index d05649c..8a03afd 100644
> --- a/src/mesa/main/mtypes.h
> +++ b/src/mesa/main/mtypes.h
> @@ -2824,6 +2824,9 @@ 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;
> };
> @@ -4131,6 +4134,18 @@ 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.
> + *
> + * Points to ::Shader, ::Pipeline.Current, or ::Pipeline.Default.
> + */
> + struct gl_pipeline_object *_Shader;
> +
> struct gl_shader_compiler_options ShaderCompilerOptions[MESA_SHADER_STAGES];
>
> struct gl_query_state Query; /**< occlusion, timer queries */
> diff --git a/src/mesa/main/pipelineobj.c b/src/mesa/main/pipelineobj.c
> index 27012df..849c781 100644
> --- a/src/mesa/main/pipelineobj.c
> +++ b/src/mesa/main/pipelineobj.c
> @@ -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);
> +
> }
>
> /**
> diff --git a/src/mesa/main/shaderapi.c b/src/mesa/main/shaderapi.c
> index 5060cbb..71b2ef5 100644
> --- a/src/mesa/main/shaderapi.c
> +++ b/src/mesa/main/shaderapi.c
> @@ -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 +1544,29 @@ _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 ...
> + */
This is a spec citation, and it would be nice to see it formatted like
one in the 3 places it's quoted in the file.
> + 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);
> + }
> + }
> }
Calling _mesa_BindProgramPipeline when returning to the old pipeline
object, but not when first disabling the old pipeline object seems
sketchy to me. But I don't think there's anything in the
BindProgramPipeline call you are actually need to execute here, in
either case.
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