[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 20:21:08 PST 2015
On Tue, 2015-12-08 at 10:55 +1100, Timothy Arceri wrote:
> 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.
No you didn't I was just looking at to code for to long :P However
unless I'm missing something I believe my other comments are still
valid.
>
> 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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