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

Tapani Pälli tapani.palli at intel.com
Mon Nov 23 05:19:53 PST 2015


Hi;

On 11/23/2015 02:24 PM, 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. */
> -      *params = (ctx->_Shader->Name != pipe->Name) ? 0 : pipe->Validated;
> +      *params = pipe->Validated;

I agree with the added check below but I feel worried with this change 
as the test is testing explicitly if pipeline was bound before the call, 
here it just happens to be empty as well.

I guess my main worry is that we don't seem to be implementing following:

"If pipeline is a name that has been generated (without subsequent 
deletion) by GenProgramPipelines, but refers to a program pipeline 
object that has not been previously bound, the GL first creates a new 
state vector in the same manner as when BindProgramPipeline creates a 
new program pipeline object."

So we don't realy create 'new state vector' for a new program pipeline 
object but try to return same values as one would have?


>         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:
>       *
>

// Tapani


More information about the mesa-dev mailing list