[Mesa-dev] [PATCH 2/3] mesa: build up a mask of active shader stages in a pipeline
Timothy Arceri
t_arceri at yahoo.com.au
Mon Dec 7 15:55:44 PST 2015
On Mon, 2015-12-07 at 11:29 +0200, Tapani Pälli wrote:
> This will be used for validating SSO pipeline where all active stages
> in linked programs should be in use when rendering.
>
> Signed-off-by: Tapani Pälli <tapani.palli at intel.com>
> ---
> src/mesa/main/mtypes.h | 2 ++
> src/mesa/main/pipelineobj.c | 39
> +++++++++++++++++++++++++++++++++++++++
> 2 files changed, 41 insertions(+)
>
> diff --git a/src/mesa/main/mtypes.h b/src/mesa/main/mtypes.h
> index fa7ead0..d5a22c9 100644
> --- a/src/mesa/main/mtypes.h
> +++ b/src/mesa/main/mtypes.h
> @@ -2824,6 +2824,8 @@ struct gl_pipeline_object
> GLboolean Validated; /**< Pipeline Validation
> status */
>
> GLchar *InfoLog;
> +
> + uint8_t ActiveStages; /**< Stages used,
> (glUseProgramStages) */
> };
>
> /**
> diff --git a/src/mesa/main/pipelineobj.c
> b/src/mesa/main/pipelineobj.c
> index 6710d0d..c510ee8 100644
> --- a/src/mesa/main/pipelineobj.c
> +++ b/src/mesa/main/pipelineobj.c
> @@ -218,6 +218,43 @@ _mesa_reference_pipeline_object_(struct
> gl_context *ctx,
> }
> }
>
> +static GLenum
> +shader_bit_from_shader_stage(gl_shader_stage stage)
> +{
> + switch (stage) {
> + case MESA_SHADER_VERTEX:
> + return GL_VERTEX_SHADER_BIT;
> + case MESA_SHADER_FRAGMENT:
> + return GL_FRAGMENT_SHADER_BIT;
> + case MESA_SHADER_GEOMETRY:
> + return GL_GEOMETRY_SHADER_BIT;
> + case MESA_SHADER_TESS_CTRL:
> + return GL_TESS_CONTROL_SHADER_BIT;
> + case MESA_SHADER_TESS_EVAL:
> + return GL_TESS_EVALUATION_SHADER_BIT;
> + case MESA_SHADER_COMPUTE:
> + return GL_COMPUTE_SHADER_BIT;
> + default:
> + unreachable("bad value in
> _mesa_shader_bit_from_shader_stage()");
> + }
> +}
> +
> +static void
> +update_active_pipeline_stages(struct gl_pipeline_object *pipe,
> + struct gl_shader_program *shProg,
> + GLbitfield stages)
> +{
> + unsigned i;
> + for (i = 0; i < MESA_SHADER_STAGES; i++) {
> + if ((stages & shader_bit_from_shader_stage(i)) != 0) {
> + if (shProg && shProg->ActiveStages & (1 << i))
> + pipe->ActiveStages |= (1 << i);
> + else
> + pipe->ActiveStages &= ~(1 << i);
> + }
> + }
I think you could do most of the validation at this point which would
reduce the amount of work required during rendering. You also have
forgotten about GL_ALL_SHADER_BITS.
For example could you do something like this?
Note: You would need to call this function after the
_mesa_use_shader_program() calls.
unsigned i;
unsigned j;
for (i = 0; i < MESA_SHADER_STAGES; i++) {
if (!pipe->CurrentProgram[i]) {
struct gl_shader_program *shProg = pipe->CurrentProgram[i];
for (j = 0; j < MESA_SHADER_STAGES; j++) {
if (!shProg->_LinkedShaders[j])
continue;
/* Make sure that any shader stage is also used in the
pipeline */
if (shProg != pipe->CurrentProgram[j]) {
pipe->ValidProgramUse = false;
return;
}
}
}
pipe->ValidProgramUse = true;
}
> +}
> +
> /**
> * Bound program to severals stages of the pipeline
> */
> @@ -311,6 +348,8 @@ _mesa_UseProgramStages(GLuint pipeline,
> GLbitfield stages, GLuint program)
> }
> }
>
> + update_active_pipeline_stages(pipe, shProg, stages);
> +
> /* Enable individual stages from the program as requested by the
> * application. If there is no shader for a requested stage in
> the
> * program, _mesa_use_shader_program will enable fixed-function
> processing
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