[Mesa-dev] [PATCH] glsl: implement recent spec update to SSO validation

Timothy Arceri timothy.arceri at collabora.com
Mon Nov 23 04:43:36 PST 2015


On Mon, 2015-11-23 at 23:24 +1100, Timothy Arceri wrote:
> From: Timothy Arceri <timothy.arceri at collabora.com>
> 
> Enables 200+ dEQP SSO tests to proceed passed validation,
> while not regressing ES31-CTS.sepshaderobjs.PipelineApi.
> 
> Cc: Tapani Pälli <tapani.palli at intel.com>
> Cc: Gregory Hainaut <gregory.hainaut at gmail.com>
> ---
>  src/mesa/main/pipelineobj.c | 25 ++++++++++++++++++++++++-
>  1 file changed, 24 insertions(+), 1 deletion(-)
> 
> diff --git a/src/mesa/main/pipelineobj.c
> b/src/mesa/main/pipelineobj.c
> index 90dff13..99e1491 100644
> --- a/src/mesa/main/pipelineobj.c
> +++ b/src/mesa/main/pipelineobj.c
> @@ -646,7 +646,7 @@ _mesa_GetProgramPipelineiv(GLuint pipeline,
> GLenum pname, GLint *params)
>        return;
>     case GL_VALIDATE_STATUS:
>        /* If pipeline is not bound, return initial value 0. */

Whoops, I've removed this comment locally also.

> -      *params = (ctx->_Shader->Name != pipe->Name) ? 0 : pipe
> ->Validated;
> +      *params = pipe->Validated;
>        return;
>     case GL_VERTEX_SHADER:
>        *params = pipe->CurrentProgram[MESA_SHADER_VERTEX]
> @@ -858,6 +858,29 @@ _mesa_validate_program_pipeline(struct
> gl_context* ctx,
>        }
>     }
>  
> +   /* Section 11.1.3.11 (Validation) of the OpenGL 4.5 spec says:
> +    *
> +    *    "An INVALID_OPERATION error is generated by any command
> that trans-
> +    *    fers vertices to the GL or launches compute work if the
> current set
> +    *    of active program objects cannot be executed, for reasons
> including:
> +    *
> +    *       ...
> +    *
> +    *       - There is no current program object specified by
> UseProgram,
> +    *         there is a current program pipeline object, and that
> object is
> +    *         empty (no executable code is installed for any stage).
> +    */
> +   bool program_empty = true;
> +   for (i = 0; i < MESA_SHADER_STAGES; i++) {
> +      if (pipe->CurrentProgram[i]) {
> +         program_empty = false;
> +         break;
> +      }
> +   }
> +   if(program_empty) {
> +      goto err;
> +   }
> +
>     /* Section 2.11.11 (Shader Execution), subheading "Validation,"
> of the
>      * OpenGL 4.1 spec says:
>      *


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