[Mesa-dev] [PATCH] mesa: add KHR_no_error support for glUseProgram

Nicolai Hähnle nhaehnle at gmail.com
Mon May 8 09:36:11 UTC 2017


On 08.05.2017 02:25, Timothy Arceri wrote:
> V3: use always_inline attribute (Suggested by Nicolai)
>
> Cc: Nicolai Hähnle <nhaehnle at gmail.com>
> ---
>  src/mapi/glapi/gen/gl_API.xml |  2 +-
>  src/mesa/main/shaderapi.c     | 75 +++++++++++++++++++++++++++++--------------
>  src/mesa/main/shaderapi.h     |  2 ++
>  3 files changed, 54 insertions(+), 25 deletions(-)
>
> diff --git a/src/mapi/glapi/gen/gl_API.xml b/src/mapi/glapi/gen/gl_API.xml
> index a304ac0..50d60f5 100644
> --- a/src/mapi/glapi/gen/gl_API.xml
> +++ b/src/mapi/glapi/gen/gl_API.xml
> @@ -5493,21 +5493,21 @@
>      </function>
>
>      <function name="ShaderSource" es2="2.0" marshal="custom">
>          <param name="shader" type="GLuint"/>
>          <param name="count" type="GLsizei"/>
>          <param name="string" type="const GLchar * const *"/>
>          <param name="length" type="const GLint *"/>
>          <glx ignore="true"/>
>      </function>
>
> -    <function name="UseProgram" es2="2.0">
> +    <function name="UseProgram" es2="2.0" no_error="true">
>          <param name="program" type="GLuint"/>
>          <glx ignore="true"/>
>      </function>
>
>      <function name="Uniform1f" es2="2.0">
>          <param name="location" type="GLint"/>
>          <param name="v0" type="GLfloat"/>
>          <glx ignore="true"/>
>      </function>
>      <function name="Uniform2f" es2="2.0">
> diff --git a/src/mesa/main/shaderapi.c b/src/mesa/main/shaderapi.c
> index eb75a3e..f91cc89 100644
> --- a/src/mesa/main/shaderapi.c
> +++ b/src/mesa/main/shaderapi.c
> @@ -1841,20 +1841,70 @@ _mesa_ShaderSource(GLuint shaderObj, GLsizei count,
>        free(source);
>        source = replacement;
>     }
>  #endif /* ENABLE_SHADER_CACHE */
>
>     shader_source(sh, source);
>
>     free(offsets);
>  }
>
> +/* 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."
> + */
> +static ALWAYS_INLINE void
> +reference_pipeline_and_use_program(struct gl_context *ctx,
> +                                   struct gl_shader_program *shProg,
> +                                   bool no_error)
> +{
> +   if (shProg) {
> +      /* 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) {
> +         if (no_error)
> +            _mesa_BindProgramPipeline_no_error(ctx->Pipeline.Current->Name);
> +         else
> +            _mesa_BindProgramPipeline(ctx->Pipeline.Current->Name);
> +      }
> +   }
> +}
> +
> +                                                                      \
> +
> +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);
> +   }
> +
> +   reference_pipeline_and_use_program(ctx, shProg, true);
> +}
> +

Unless reference_pipeline_and_use_program has a separate use, I'd 
actually feel more comfortable if the *entire* body of _mesa_UseProgram 
was moved into the ALWAYS_INLINE function. This is better for 
maintainability because it would guarantee that any future change will 
automatically update both variants of the functions.

Cheers,
Nicolai

>
>  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 +1925,21 @@ _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);
> -      }
> -   }
> +   reference_pipeline_and_use_program(ctx, shProg, false);
>  }
>
>
>  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 *);
>
>


-- 
Lerne, wie die Welt wirklich ist,
Aber vergiss niemals, wie sie sein sollte.


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