[Mesa-dev] [PATCH shader-db v2 1/2] run: Add separate shader objects support.
Kenneth Graunke
kenneth at whitecape.org
Tue Jul 26 22:38:13 UTC 2016
With this patch, if a .shader_test file contains
[require]
...
SSO ENABLED
then we'll use glCreateShaderProgramv to create each shader, so that
they're compiled as separate shader objects. This prevents the linker
from removing unused inputs and outputs. Drivers may also choose to lay
out interfaces of SSO programs differently, resulting in different code.
v2:
- Actually initialize use_separate_shader_objects
- Fix memcmp length parameter (thanks to Matt)
v3:
- Search for "SSO ENABLED" instead of "GL_ARB_separate_shader_objects",
to match what Timothy did in shader_runner.
- Use GL_PROGRAM_SEPARABLE (suggested by Tapani). This allows
multi-stage SSO programs to optimize internal interfaces, while
still making the end-stages separable.
v4:
- Go back to glCreateShaderProgramv. Timothy pointed out that Piglit's
shader_runner compiles each shader separately, and wouldn't optimize
interfaces between programs. I want to preserve the same semantics
between both .shader_test file processors. Today, it looks like
multi-stage SSO programs are pretty uncommon (typically every stage
is separable), so we'll punt on solving that until later.
---
run.c | 16 +++++++++++++++-
1 file changed, 15 insertions(+), 1 deletion(-)
diff --git a/run.c b/run.c
index 0e6e248..2fed284 100644
--- a/run.c
+++ b/run.c
@@ -73,12 +73,14 @@ static struct shader *
get_shaders(const struct context_info *core, const struct context_info *compat,
const char *text, size_t text_size,
enum shader_type *type, unsigned *num_shaders,
+ bool *use_separate_shader_objects,
const char *shader_name)
{
static const char *req = "[require]";
static const char *glsl_req = "\nGLSL >= ";
static const char *fp_req = "\nGL_ARB_fragment_program";
static const char *vp_req = "\nGL_ARB_vertex_program";
+ static const char *sso_req = "SSO ENABLED";
static const char *gs = "geometry shader]\n";
static const char *fs = "fragment ";
static const char *vs = "vertex ";
@@ -90,6 +92,8 @@ get_shaders(const struct context_info *core, const struct context_info *compat,
static const char *test = "test]\n";
const char *end_text = text + text_size;
+ *use_separate_shader_objects = false;
+
/* Find the [require] block and parse it first. */
text = memmem(text, end_text - text, req, strlen(req)) + strlen(req);
@@ -137,6 +141,9 @@ get_shaders(const struct context_info *core, const struct context_info *compat,
shader_name, (int)(newline - extension_text), extension_text);
return NULL;
}
+ if (memcmp(extension_text, sso_req, strlen(sso_req)) == 0) {
+ *use_separate_shader_objects = true;
+ }
}
/* Find the shaders. */
@@ -606,9 +613,11 @@ main(int argc, char **argv)
enum shader_type type;
unsigned num_shaders;
+ bool use_separate_shader_objects;
struct shader *shader = get_shaders(&core, &compat,
text, shader_test[i].filesize,
&type, &num_shaders,
+ &use_separate_shader_objects,
current_shader_name);
if (unlikely(shader == NULL)) {
continue;
@@ -624,7 +633,12 @@ main(int argc, char **argv)
}
ctx_is_core = type == TYPE_CORE;
- if (type == TYPE_CORE || type == TYPE_COMPAT) {
+ if (use_separate_shader_objects) {
+ for (unsigned i = 0; i < num_shaders; i++) {
+ GLuint prog = glCreateShaderProgramv(shader[i].type, 1,
+ &shader[i].text);
+ }
+ } else if (type == TYPE_CORE || type == TYPE_COMPAT) {
GLuint prog = glCreateProgram();
for (unsigned i = 0; i < num_shaders; i++) {
--
2.9.0
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