[Mesa-stable] [Mesa-dev] [PATCH] glsl: always re-validate program pipeline
Kenneth Graunke
kenneth at whitecape.org
Fri Dec 4 16:15:22 PST 2015
On Wednesday, December 02, 2015 10:45:02 AM Timothy Arceri wrote:
> On Tue, 2015-12-01 at 13:46 +0200, Tapani Pälli wrote:
> > On 12/01/2015 02:13 AM, Timothy Arceri wrote:
> > > Just because the validation passed the last time is was called
> > > doesn't
> > > automatically mean it will pass again the next time its called.
> >
> > This is a rather large hammer though :/ Maybe we should look at
> > invalidating the pipeline when samplers are changed instead. Was
> > there
> > other issues this resolves/fixes than sampler validation?
>
> There are no other tests that this fixes however I believe that's just
> because the tests use ValidateProgramPipeline to check for problems
> rather than issuing a draw call. For example this patch is the
> equivalent of doing this in ValidateProgramPipeline
>
> if (!ctx->_Shader->Validated)
> _mesa_validate_program_pipeline(ctx, pipe, false);
>
> And this causes the CTS pipeline test to fail. The interesting thing is
> that the piglit test this fixes also fails on Nvidia.
>
> The spec is somewhat confusing in its wording:
>
> "Therefore validation is done when the first rendering command which
> triggers shader invocations is issued, to determine if the set of
> active program objects can be executed."
>
> This seem like its saying we only need to check it on the first call
> however even then ctx->_Shader->Validated may have been set by
> ValidateProgramPipeline rather than validation triggered a rendering
> command.
>
> Also the spec goes on to say:
>
> "An INVALID_OPERATION error is generated by any command that trans-fers
> vertices to the GL or launches compute work"
>
> Which seems to conflict with the first statement.
>
> It seems to me the intention is to call validation each time as
> relinking or changing samplers could cause validation to fail.
>
> Maybe we should have a test which does a draw call, then relinks with
> SEPARABLE to false, then calls draw again and checks for a failure.
>
> A less hammer type approach may be to reset ctx->_Shader->Validated
> after linking and when samplers are changed but we really need more
> tests to make sure we get this right.
I agree with Tapani, performing shader validation on every draw call is
a pretty big hammer, and will almost certainly impact performance - we
really want less draw-time validation, where possible.
Setting Validated = false when re-linking, changing program stages, or
otherwise altering the pipeline sounds like a good idea. That way we
validate it on the first draw following the change, but can avoid it
after that.
--Ken
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