[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
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