[Mesa-dev] [PATCH 05/12] sso: replace Shader binding point with _Shader
Gregory Hainaut
gregory.hainaut at gmail.com
Fri May 3 10:44:09 PDT 2013
To avoid NULL pointer check a default pipeline object is installed in _Shader when no
program is current
The spec say that UseProgram/UseShaderProgramEXT/ActiveProgramEXT got an higher
priority over the pipeline object. When default program is uninstall, the pipeline is
used if any was bound.
Note: A careful rename need to be done now...
V2: formating improvement
---
src/mesa/main/mtypes.h | 5 +++
src/mesa/main/pipelineobj.c | 8 ++++
src/mesa/main/shaderapi.c | 87 +++++++++++++++++++++++++++++++++++++++++--
3 files changed, 97 insertions(+), 3 deletions(-)
diff --git a/src/mesa/main/mtypes.h b/src/mesa/main/mtypes.h
index f979cd0..adf518b 100644
--- a/src/mesa/main/mtypes.h
+++ b/src/mesa/main/mtypes.h
@@ -2434,6 +2434,9 @@ struct gl_pipeline_shader_state
/** Currently bound pipeline object. See _mesa_BindProgramPipeline() */
struct gl_pipeline_object *Current;
+ /* Default Object to ensure that _Shader is never NULL */
+ struct gl_pipeline_object *Default;
+
/** Pipeline objects */
struct _mesa_HashTable *Objects;
};
@@ -3546,6 +3549,8 @@ struct gl_context
struct gl_pipeline_shader_state Pipeline; /**< GLSL pipeline shader object state */
struct gl_pipeline_object Shader; /**< GLSL shader object state */
+ struct gl_pipeline_object *_Shader; /**< Points to ::Shader or ::Pipeline.Current
+ or ::Pipeline.Default */
struct gl_shader_compiler_options ShaderCompilerOptions[MESA_SHADER_TYPES];
struct gl_query_state Query; /**< occlusion, timer queries */
diff --git a/src/mesa/main/pipelineobj.c b/src/mesa/main/pipelineobj.c
index ffbeeae..5add307 100644
--- a/src/mesa/main/pipelineobj.c
+++ b/src/mesa/main/pipelineobj.c
@@ -95,6 +95,10 @@ _mesa_init_pipeline(struct gl_context *ctx)
ctx->Pipeline.Objects = _mesa_NewHashTable();
ctx->Pipeline.Current = NULL;
+
+ /* Install a default Pipeline */
+ ctx->Pipeline.Default = _mesa_new_pipeline_object(ctx, 0);
+ _mesa_reference_pipeline_object(ctx, &ctx->_Shader, ctx->Pipeline.Default);
}
@@ -118,6 +122,10 @@ _mesa_free_pipeline_data(struct gl_context *ctx)
{
_mesa_HashDeleteAll(ctx->Pipeline.Objects, delete_pipelineobj_cb, ctx);
_mesa_DeleteHashTable(ctx->Pipeline.Objects);
+
+ _mesa_reference_pipeline_object(ctx, &ctx->_Shader, NULL);
+ _mesa_delete_pipeline_object(ctx, ctx->Pipeline.Default);
+
}
/**
diff --git a/src/mesa/main/shaderapi.c b/src/mesa/main/shaderapi.c
index 46072ba..c25f49f 100644
--- a/src/mesa/main/shaderapi.c
+++ b/src/mesa/main/shaderapi.c
@@ -43,6 +43,7 @@
#include "main/hash.h"
#include "main/mfeatures.h"
#include "main/mtypes.h"
+#include "main/pipelineobj.h"
#include "main/shaderapi.h"
#include "main/shaderobj.h"
#include "main/transformfeedback.h"
@@ -138,6 +139,8 @@ _mesa_free_shader_state(struct gl_context *ctx)
_mesa_reference_shader_program(ctx, &ctx->Shader.ActiveProgram, NULL);
/* Extended for ARB_separate_shader_objects */
+ _mesa_reference_pipeline_object(ctx, &ctx->_Shader, NULL);
+
assert(ctx->Shader.RefCount == 1);
_glthread_DESTROY_MUTEX(ctx->Shader.Mutex);
}
@@ -1455,7 +1458,29 @@ _mesa_UseProgram(GLhandleARB program)
shProg = NULL;
}
- _mesa_use_program(ctx, shProg);
+ /*
+ * The executable code for an individual shader stage is taken from the
+ * current program for that stage. If there is a current program object
+ * for any shader stage or for uniform updates established by UseProgram,
+ * UseShaderProgramEXT, or ActiveProgramEXT, the current program for that
+ * stage (if any) is considered current. Otherwise, if there is a bound
+ * program pipeline object ...
+ */
+ if (program) {
+ /* Attach shader state to the binding point */
+ _mesa_reference_pipeline_object(ctx, &ctx->_Shader, &ctx->Shader);
+ /* Update the program */
+ _mesa_use_program(ctx, shProg);
+ } else {
+ /* Must be done first: detach the progam */
+ _mesa_use_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);
+ }
+ }
}
@@ -1778,7 +1803,35 @@ _mesa_UseShaderProgramEXT(GLenum type, GLuint program)
}
}
- _mesa_use_shader_program(ctx, type, shProg);
+ /*
+ * The executable code for an individual shader stage is taken from the
+ * current program for that stage. If there is a current program object
+ * for any shader stage or for uniform updates established by UseProgram,
+ * UseShaderProgramEXT, or ActiveProgramEXT, the current program for that
+ * stage (if any) is considered current. Otherwise, if there is a bound
+ * program pipeline object ...
+ */
+ 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, type, shProg, &ctx->Shader);
+ } else {
+ /* Must be done first: detach the progam */
+ _mesa_use_shader_program(ctx, type, shProg, &ctx->Shader);
+
+ /* Nothing remains current */
+ if (!ctx->Shader.CurrentVertexProgram && !ctx->Shader.CurrentGeometryProgram &&
+ !ctx->Shader.CurrentFragmentProgram && !ctx->Shader.ActiveProgram) {
+
+ /* 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);
+ }
+ }
+ }
}
@@ -1793,7 +1846,35 @@ _mesa_ActiveProgramEXT(GLuint program)
? _mesa_lookup_shader_program_err(ctx, program, "glActiveProgramEXT")
: NULL;
- _mesa_active_program(ctx, shProg, "glActiveProgramEXT");
+ /*
+ * The executable code for an individual shader stage is taken from the
+ * current program for that stage. If there is a current program object
+ * for any shader stage or for uniform updates established by UseProgram,
+ * UseShaderProgramEXT, or ActiveProgramEXT, the current program for that
+ * stage (if any) is considered current. Otherwise, if there is a bound
+ * program pipeline object ...
+ */
+ if (shProg != NULL) {
+ /* Attach shader state to the binding point */
+ _mesa_reference_pipeline_object(ctx, &ctx->_Shader, &ctx->Shader);
+ _mesa_active_program(ctx, shProg, "glActiveProgramEXT");
+ } else {
+ /* Must be done first: unset the current active progam */
+ _mesa_active_program(ctx, shProg, "glActiveProgramEXT");
+
+ /* Nothing remains current */
+ if (!ctx->Shader.CurrentVertexProgram && !ctx->Shader.CurrentGeometryProgram &&
+ !ctx->Shader.CurrentFragmentProgram && !ctx->Shader.ActiveProgram) {
+
+ /* 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);
+ }
+ }
+ }
+
return;
}
--
1.7.10.4
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