[Mesa-dev] [PATCH 7/7] mesa: add KHR_no_error support for glUseProgram
Nicolai Hähnle
nhaehnle at gmail.com
Thu May 4 14:28:25 UTC 2017
On 04.05.2017 05:34, Timothy Arceri wrote:
>
>
> On 04/05/17 13:31, Dave Airlie wrote:
>>> +/* The ARB_separate_shader_object spec says:
>>> + *
>>> + * "The executable code for an individual shader stage is taken
>>> from
>>> + * the current program for that stage. If there is a current
>>> program
>>> + * object established by UseProgram, that program is considered
>>> current
>>> + * for all stages. Otherwise, if there is a bound program pipeline
>>> + * object (section 2.14.PPO), the program bound to the appropriate
>>> + * stage of the pipeline object is considered current."
>>> + */
>>> +#define
>>> USE_PROGRAM(no_error) \
>>> + if (program)
>>> { \
>>> + /* Attach shader state to the binding point
>>> */ \
>>> + _mesa_reference_pipeline_object(ctx, &ctx->_Shader,
>>> &ctx->Shader); \
>>> + /* Update the program
>>> */ \
>>> + _mesa_use_shader_program(ctx,
>>> shProg); \
>>> + } else
>>> { \
>>> + /* Must be done first: detach the progam
>>> */ \
>>> + _mesa_use_shader_program(ctx,
>>> shProg); \
>>> + /* Unattach shader_state binding point
>>> */ \
>>> + _mesa_reference_pipeline_object(ctx,
>>> &ctx->_Shader, \
>>> +
>>> ctx->Pipeline.Default); \
>>> + /* If a pipeline was bound, rebind it
>>> */ \
>>> + if (ctx->Pipeline.Current)
>>> { \
>>> +
>>> _mesa_BindProgramPipeline##no_error(ctx->Pipeline.Current->Name); \
>>> +
>>> } \
>>> +
>>> }
>>> \
>>> +
>>
>> why the macro, inline functions are a thing, or just one common
>> function that both entrypoints call.
>>
>
> So that we can avoid adding an if to call
>
> _mesa_BindProgramPipeline_no_error vs _mesa_BindProgramPipeline
I have to say I also don't like this very much. Do you have benchmarks
to back up the usefulness of this?
This is where C++ templates would be great, because there could just be
a boolean no_error template parameter. Maybe there's a way to get
somewhere similar in C, even if it requires some compiler extensions?
Cheers,
Nicolai
>
>> Dave.
>>
>>> +void GLAPIENTRY
>>> +_mesa_UseProgram_no_error(GLuint program)
>>> +{
>>> + GET_CURRENT_CONTEXT(ctx);
>>> + struct gl_shader_program *shProg = NULL;
>>> +
>>> + if (program) {
>>> + shProg = _mesa_lookup_shader_program(ctx, program);
>>> + }
>>> +
>>> + USE_PROGRAM(_no_error)
>>> +}
>>> +
>>>
>>> void GLAPIENTRY
>>> _mesa_UseProgram(GLuint program)
>>> {
>>> GET_CURRENT_CONTEXT(ctx);
>>> struct gl_shader_program *shProg = NULL;
>>>
>>> if (MESA_VERBOSE & VERBOSE_API)
>>> _mesa_debug(ctx, "glUseProgram %u\n", program);
>>>
>>> @@ -1875,44 +1915,21 @@ _mesa_UseProgram(GLuint program)
>>> return;
>>> }
>>>
>>> #ifdef DEBUG
>>> if (ctx->_Shader->Flags & GLSL_USE_PROG) {
>>> print_shader_info(shProg);
>>> }
>>> #endif
>>> }
>>>
>>> - /* The ARB_separate_shader_object spec says:
>>> - *
>>> - * "The executable code for an individual shader stage is
>>> taken from
>>> - * the current program for that stage. If there is a current
>>> program
>>> - * object established by UseProgram, that program is
>>> considered current
>>> - * for all stages. Otherwise, if there is a bound program
>>> pipeline
>>> - * object (section 2.14.PPO), the program bound to the
>>> appropriate
>>> - * stage of the pipeline object is considered current."
>>> - */
>>> - if (program) {
>>> - /* Attach shader state to the binding point */
>>> - _mesa_reference_pipeline_object(ctx, &ctx->_Shader,
>>> &ctx->Shader);
>>> - /* Update the program */
>>> - _mesa_use_shader_program(ctx, shProg);
>>> - } else {
>>> - /* Must be done first: detach the progam */
>>> - _mesa_use_shader_program(ctx, shProg);
>>> - /* Unattach shader_state binding point */
>>> - _mesa_reference_pipeline_object(ctx, &ctx->_Shader,
>>> ctx->Pipeline.Default);
>>> - /* If a pipeline was bound, rebind it */
>>> - if (ctx->Pipeline.Current) {
>>> - _mesa_BindProgramPipeline(ctx->Pipeline.Current->Name);
>>> - }
>>> - }
>>> + USE_PROGRAM()
>>> }
>>>
>>>
>>> void GLAPIENTRY
>>> _mesa_ValidateProgram(GLuint program)
>>> {
>>> GET_CURRENT_CONTEXT(ctx);
>>> validate_program(ctx, program);
>>> }
>>>
>>> diff --git a/src/mesa/main/shaderapi.h b/src/mesa/main/shaderapi.h
>>> index 99b4fe8..0a28185 100644
>>> --- a/src/mesa/main/shaderapi.h
>>> +++ b/src/mesa/main/shaderapi.h
>>> @@ -120,20 +120,22 @@ _mesa_IsProgram(GLuint name);
>>>
>>> extern GLboolean GLAPIENTRY
>>> _mesa_IsShader(GLuint name);
>>>
>>> extern void GLAPIENTRY
>>> _mesa_LinkProgram(GLuint programObj);
>>>
>>> extern void GLAPIENTRY
>>> _mesa_ShaderSource(GLuint, GLsizei, const GLchar* const *, const
>>> GLint *);
>>>
>>> +void GLAPIENTRY
>>> +_mesa_UseProgram_no_error(GLuint);
>>> extern void GLAPIENTRY
>>> _mesa_UseProgram(GLuint);
>>>
>>> extern void GLAPIENTRY
>>> _mesa_ValidateProgram(GLuint);
>>>
>>>
>>> extern void GLAPIENTRY
>>> _mesa_BindAttribLocation(GLuint program, GLuint, const GLchar *);
>>>
>>> --
>>> 2.9.3
>>>
>>> _______________________________________________
>>> mesa-dev mailing list
>>> mesa-dev at lists.freedesktop.org
>>> https://lists.freedesktop.org/mailman/listinfo/mesa-dev
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--
Lerne, wie die Welt wirklich ist,
Aber vergiss niemals, wie sie sein sollte.
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