[Mesa-dev] [PATCH] mesa: Only validate SSO shader IO in OpenGL ES or debug context
Ian Romanick
idr at freedesktop.org
Thu May 26 21:59:30 UTC 2016
From: Ian Romanick <ian.d.romanick at intel.com>
Signed-off-by: Ian Romanick <ian.d.romanick at intel.com>
Suggested-by: Timothy Arceri <timothy.arceri at collabora.com>
Cc: Timothy Arceri <timothy.arceri at collabora.com>
---
src/mesa/main/pipelineobj.c | 18 ++++++++++++++++--
src/mesa/main/shader_query.cpp | 12 ++++--------
2 files changed, 20 insertions(+), 10 deletions(-)
diff --git a/src/mesa/main/pipelineobj.c b/src/mesa/main/pipelineobj.c
index b150198..5a46cfe 100644
--- a/src/mesa/main/pipelineobj.c
+++ b/src/mesa/main/pipelineobj.c
@@ -906,7 +906,8 @@ _mesa_validate_program_pipeline(struct gl_context* ctx,
/* Validate inputs against outputs, this cannot be done during linking
* since programs have been linked separately from each other.
*
- * From OpenGL 4.5 Core spec:
+ * Section 11.1.3.11 (Validation) of the OpenGL 4.5 Core Profile spec says:
+ *
* "Separable program objects may have validation failures that cannot be
* detected without the complete program pipeline. Mismatched interfaces,
* improper usage of program objects together, and the same
@@ -914,8 +915,21 @@ _mesa_validate_program_pipeline(struct gl_context* ctx,
* program objects."
*
* OpenGL ES 3.1 specification has the same text.
+ *
+ * Section 11.1.3.11 (Validation) of the OpenGL ES spec also says:
+ *
+ * An INVALID_OPERATION error is generated by any command that transfers
+ * vertices to the GL or launches compute work if the current set of
+ * active program objects cannot be executed, for reasons including:
+ *
+ * * The current program pipeline object contains a shader interface
+ * that doesn't have an exact match (see section 7.4.1)
+ *
+ * Based on this, only perform the most-strict checking on ES or when the
+ * application has created a debug context.
*/
- if (!_mesa_validate_pipeline_io(pipe))
+ if ((_mesa_is_gles(ctx) || (ctx->Const.ContextFlags & GL_CONTEXT_FLAG_DEBUG_BIT)) &&
+ !_mesa_validate_pipeline_io(pipe))
return GL_FALSE;
pipe->Validated = GL_TRUE;
diff --git a/src/mesa/main/shader_query.cpp b/src/mesa/main/shader_query.cpp
index 9e18a1c..a37c179 100644
--- a/src/mesa/main/shader_query.cpp
+++ b/src/mesa/main/shader_query.cpp
@@ -1372,7 +1372,7 @@ _mesa_get_program_resourceiv(struct gl_shader_program *shProg,
static bool
validate_io(const struct gl_shader *producer,
- const struct gl_shader *consumer, bool isES)
+ const struct gl_shader *consumer)
{
assert(producer && consumer);
unsigned inputs = 0, outputs = 0;
@@ -1416,10 +1416,6 @@ validate_io(const struct gl_shader *producer,
* packing makes this challenging.
*/
- /* Currently no matching done for desktop. */
- if (!isES)
- return true;
-
/* For each output in a, find input in b and do any required checks. */
foreach_in_list(ir_instruction, out, producer->ir) {
ir_variable *out_var = out->as_variable();
@@ -1502,9 +1498,9 @@ _mesa_validate_pipeline_io(struct gl_pipeline_object *pipeline)
break;
if (!validate_io(shProg[prev]->_LinkedShaders[prev],
- shProg[idx]->_LinkedShaders[idx],
- shProg[prev]->IsES || shProg[idx]->IsES))
- return false;
+ shProg[idx]->_LinkedShaders[idx]))
+ return false;
+
prev = idx;
}
}
--
2.5.5
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