blob: cd8b0a775b6ea8b73405b4beab514bf710177703 [file] [log] [blame]
/*
* Mesa 3-D graphics library
*
* Copyright © 2013 Gregory Hainaut <gregory.hainaut@gmail.com>
*
* Permission is hereby granted, free of charge, to any person obtaining a
* copy of this software and associated documentation files (the "Software"),
* to deal in the Software without restriction, including without limitation
* the rights to use, copy, modify, merge, publish, distribute, sublicense,
* and/or sell copies of the Software, and to permit persons to whom the
* Software is furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice (including the next
* paragraph) shall be included in all copies or substantial portions of the
* Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
* THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
* FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
* IN THE SOFTWARE.
*/
/**
* \file pipelineobj.c
* \author Hainaut Gregory <gregory.hainaut@gmail.com>
*
* Implementation of pipeline object related API functions. Based on
* GL_ARB_separate_shader_objects extension.
*/
#include <stdbool.h>
#include "main/glheader.h"
#include "main/context.h"
#include "main/dispatch.h"
#include "main/enums.h"
#include "main/hash.h"
#include "main/mtypes.h"
#include "main/pipelineobj.h"
#include "main/shaderapi.h"
#include "main/shaderobj.h"
#include "main/transformfeedback.h"
#include "main/uniforms.h"
#include "compiler/glsl/glsl_parser_extras.h"
#include "compiler/glsl/ir_uniform.h"
#include "program/program.h"
#include "program/prog_parameter.h"
#include "util/ralloc.h"
/**
* Delete a pipeline object.
*/
void
_mesa_delete_pipeline_object(struct gl_context *ctx,
struct gl_pipeline_object *obj)
{
unsigned i;
_mesa_reference_shader_program(ctx, &obj->_CurrentFragmentProgram, NULL);
for (i = 0; i < MESA_SHADER_STAGES; i++)
_mesa_reference_shader_program(ctx, &obj->CurrentProgram[i], NULL);
_mesa_reference_shader_program(ctx, &obj->ActiveProgram, NULL);
mtx_destroy(&obj->Mutex);
free(obj->Label);
ralloc_free(obj);
}
/**
* Allocate and initialize a new pipeline object.
*/
static struct gl_pipeline_object *
_mesa_new_pipeline_object(struct gl_context *ctx, GLuint name)
{
struct gl_pipeline_object *obj = rzalloc(NULL, struct gl_pipeline_object);
if (obj) {
obj->Name = name;
mtx_init(&obj->Mutex, mtx_plain);
obj->RefCount = 1;
obj->Flags = _mesa_get_shader_flags();
obj->InfoLog = NULL;
}
return obj;
}
/**
* Initialize pipeline object state for given context.
*/
void
_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);
}
/**
* Callback for deleting a pipeline object. Called by _mesa_HashDeleteAll().
*/
static void
delete_pipelineobj_cb(UNUSED GLuint id, void *data, void *userData)
{
struct gl_pipeline_object *obj = (struct gl_pipeline_object *) data;
struct gl_context *ctx = (struct gl_context *) userData;
_mesa_delete_pipeline_object(ctx, obj);
}
/**
* Free pipeline state for given context.
*/
void
_mesa_free_pipeline_data(struct gl_context *ctx)
{
_mesa_reference_pipeline_object(ctx, &ctx->_Shader, NULL);
_mesa_HashDeleteAll(ctx->Pipeline.Objects, delete_pipelineobj_cb, ctx);
_mesa_DeleteHashTable(ctx->Pipeline.Objects);
_mesa_delete_pipeline_object(ctx, ctx->Pipeline.Default);
}
/**
* Look up the pipeline object for the given ID.
*
* \returns
* Either a pointer to the pipeline object with the specified ID or \c NULL for
* a non-existent ID. The spec defines ID 0 as being technically
* non-existent.
*/
struct gl_pipeline_object *
_mesa_lookup_pipeline_object(struct gl_context *ctx, GLuint id)
{
if (id == 0)
return NULL;
else
return (struct gl_pipeline_object *)
_mesa_HashLookup(ctx->Pipeline.Objects, id);
}
/**
* Add the given pipeline object to the pipeline object pool.
*/
static void
save_pipeline_object(struct gl_context *ctx, struct gl_pipeline_object *obj)
{
if (obj->Name > 0) {
_mesa_HashInsert(ctx->Pipeline.Objects, obj->Name, obj);
}
}
/**
* Remove the given pipeline object from the pipeline object pool.
* Do not deallocate the pipeline object though.
*/
static void
remove_pipeline_object(struct gl_context *ctx, struct gl_pipeline_object *obj)
{
if (obj->Name > 0) {
_mesa_HashRemove(ctx->Pipeline.Objects, obj->Name);
}
}
/**
* Set ptr to obj w/ reference counting.
* Note: this should only be called from the _mesa_reference_pipeline_object()
* inline function.
*/
void
_mesa_reference_pipeline_object_(struct gl_context *ctx,
struct gl_pipeline_object **ptr,
struct gl_pipeline_object *obj)
{
assert(*ptr != obj);
if (*ptr) {
/* Unreference the old pipeline object */
GLboolean deleteFlag = GL_FALSE;
struct gl_pipeline_object *oldObj = *ptr;
mtx_lock(&oldObj->Mutex);
assert(oldObj->RefCount > 0);
oldObj->RefCount--;
deleteFlag = (oldObj->RefCount == 0);
mtx_unlock(&oldObj->Mutex);
if (deleteFlag) {
_mesa_delete_pipeline_object(ctx, oldObj);
}
*ptr = NULL;
}
assert(!*ptr);
if (obj) {
/* reference new pipeline object */
mtx_lock(&obj->Mutex);
if (obj->RefCount == 0) {
/* this pipeline's being deleted (look just above) */
/* Not sure this can ever really happen. Warn if it does. */
_mesa_problem(NULL, "referencing deleted pipeline object");
*ptr = NULL;
}
else {
obj->RefCount++;
*ptr = obj;
}
mtx_unlock(&obj->Mutex);
}
}
/**
* Bound program to severals stages of the pipeline
*/
void GLAPIENTRY
_mesa_UseProgramStages(GLuint pipeline, GLbitfield stages, GLuint program)
{
GET_CURRENT_CONTEXT(ctx);
struct gl_pipeline_object *pipe = _mesa_lookup_pipeline_object(ctx, pipeline);
struct gl_shader_program *shProg = NULL;
GLbitfield any_valid_stages;
if (MESA_VERBOSE & VERBOSE_API)
_mesa_debug(ctx, "glUseProgramStages(%u, 0x%x, %u)\n",
pipeline, stages, program);
if (!pipe) {
_mesa_error(ctx, GL_INVALID_OPERATION, "glUseProgramStages(pipeline)");
return;
}
/* Object is created by any Pipeline call but glGenProgramPipelines,
* glIsProgramPipeline and GetProgramPipelineInfoLog
*/
pipe->EverBound = GL_TRUE;
/* Section 2.11.4 (Program Pipeline Objects) of the OpenGL 4.1 spec says:
*
* "If stages is not the special value ALL_SHADER_BITS, and has a bit
* set that is not recognized, the error INVALID_VALUE is generated."
*/
any_valid_stages = GL_VERTEX_SHADER_BIT | GL_FRAGMENT_SHADER_BIT;
if (_mesa_has_geometry_shaders(ctx))
any_valid_stages |= GL_GEOMETRY_SHADER_BIT;
if (_mesa_has_tessellation(ctx))
any_valid_stages |= GL_TESS_CONTROL_SHADER_BIT |
GL_TESS_EVALUATION_SHADER_BIT;
if (_mesa_has_compute_shaders(ctx))
any_valid_stages |= GL_COMPUTE_SHADER_BIT;
if (stages != GL_ALL_SHADER_BITS && (stages & ~any_valid_stages) != 0) {
_mesa_error(ctx, GL_INVALID_VALUE, "glUseProgramStages(Stages)");
return;
}
/* Section 2.17.2 (Transform Feedback Primitive Capture) of the OpenGL 4.1
* spec says:
*
* "The error INVALID_OPERATION is generated:
*
* ...
*
* - by UseProgramStages if the program pipeline object it refers
* to is current and the current transform feedback object is
* active and not paused;
*/
if (ctx->_Shader == pipe) {
if (_mesa_is_xfb_active_and_unpaused(ctx)) {
_mesa_error(ctx, GL_INVALID_OPERATION,
"glUseProgramStages(transform feedback active)");
return;
}
}
if (program) {
shProg = _mesa_lookup_shader_program_err(ctx, program,
"glUseProgramStages");
if (shProg == NULL)
return;
/* Section 2.11.4 (Program Pipeline Objects) of the OpenGL 4.1 spec
* says:
*
* "If the program object named by program was linked without the
* PROGRAM_SEPARABLE parameter set, or was not linked successfully,
* the error INVALID_OPERATION is generated and the corresponding
* shader stages in the pipeline program pipeline object are not
* modified."
*/
if (!shProg->LinkStatus) {
_mesa_error(ctx, GL_INVALID_OPERATION,
"glUseProgramStages(program not linked)");
return;
}
if (!shProg->SeparateShader) {
_mesa_error(ctx, GL_INVALID_OPERATION,
"glUseProgramStages(program wasn't linked with the "
"PROGRAM_SEPARABLE flag)");
return;
}
}
/* Enable individual stages from the program as requested by the
* application. If there is no shader for a requested stage in the
* program, _mesa_use_shader_program will enable fixed-function processing
* as dictated by the spec.
*
* Section 2.11.4 (Program Pipeline Objects) of the OpenGL 4.1 spec
* says:
*
* "If UseProgramStages is called with program set to zero or with a
* program object that contains no executable code for the given
* stages, it is as if the pipeline object has no programmable stage
* configured for the indicated shader stages."
*/
if ((stages & GL_VERTEX_SHADER_BIT) != 0)
_mesa_use_shader_program(ctx, GL_VERTEX_SHADER, shProg, pipe);
if ((stages & GL_FRAGMENT_SHADER_BIT) != 0)
_mesa_use_shader_program(ctx, GL_FRAGMENT_SHADER, shProg, pipe);
if ((stages & GL_GEOMETRY_SHADER_BIT) != 0)
_mesa_use_shader_program(ctx, GL_GEOMETRY_SHADER, shProg, pipe);
if ((stages & GL_TESS_CONTROL_SHADER_BIT) != 0)
_mesa_use_shader_program(ctx, GL_TESS_CONTROL_SHADER, shProg, pipe);
if ((stages & GL_TESS_EVALUATION_SHADER_BIT) != 0)
_mesa_use_shader_program(ctx, GL_TESS_EVALUATION_SHADER, shProg, pipe);
if ((stages & GL_COMPUTE_SHADER_BIT) != 0)
_mesa_use_shader_program(ctx, GL_COMPUTE_SHADER, shProg, pipe);
pipe->Validated = false;
}
/**
* Use the named shader program for subsequent glUniform calls (if pipeline
* bound)
*/
void GLAPIENTRY
_mesa_ActiveShaderProgram(GLuint pipeline, GLuint program)
{
GET_CURRENT_CONTEXT(ctx);
struct gl_shader_program *shProg = NULL;
struct gl_pipeline_object *pipe = _mesa_lookup_pipeline_object(ctx, pipeline);
if (MESA_VERBOSE & VERBOSE_API)
_mesa_debug(ctx, "glActiveShaderProgram(%u, %u)\n", pipeline, program);
if (program != 0) {
shProg = _mesa_lookup_shader_program_err(ctx, program,
"glActiveShaderProgram(program)");
if (shProg == NULL)
return;
}
if (!pipe) {
_mesa_error(ctx, GL_INVALID_OPERATION, "glActiveShaderProgram(pipeline)");
return;
}
/* Object is created by any Pipeline call but glGenProgramPipelines,
* glIsProgramPipeline and GetProgramPipelineInfoLog
*/
pipe->EverBound = GL_TRUE;
if ((shProg != NULL) && !shProg->LinkStatus) {
_mesa_error(ctx, GL_INVALID_OPERATION,
"glActiveShaderProgram(program %u not linked)", shProg->Name);
return;
}
_mesa_reference_shader_program(ctx, &pipe->ActiveProgram, shProg);
}
/**
* Make program of the pipeline current
*/
void GLAPIENTRY
_mesa_BindProgramPipeline(GLuint pipeline)
{
GET_CURRENT_CONTEXT(ctx);
struct gl_pipeline_object *newObj = NULL;
if (MESA_VERBOSE & VERBOSE_API)
_mesa_debug(ctx, "glBindProgramPipeline(%u)\n", pipeline);
/* Rebinding the same pipeline object: no change.
*/
if (ctx->_Shader->Name == pipeline)
return;
/* Section 2.17.2 (Transform Feedback Primitive Capture) of the OpenGL 4.1
* spec says:
*
* "The error INVALID_OPERATION is generated:
*
* ...
*
* - by BindProgramPipeline if the current transform feedback
* object is active and not paused;
*/
if (_mesa_is_xfb_active_and_unpaused(ctx)) {
_mesa_error(ctx, GL_INVALID_OPERATION,
"glBindProgramPipeline(transform feedback active)");
return;
}
/* Get pointer to new pipeline object (newObj)
*/
if (pipeline) {
/* non-default pipeline object */
newObj = _mesa_lookup_pipeline_object(ctx, pipeline);
if (!newObj) {
_mesa_error(ctx, GL_INVALID_OPERATION,
"glBindProgramPipeline(non-gen name)");
return;
}
/* Object is created by any Pipeline call but glGenProgramPipelines,
* glIsProgramPipeline and GetProgramPipelineInfoLog
*/
newObj->EverBound = GL_TRUE;
}
_mesa_bind_pipeline(ctx, newObj);
}
void
_mesa_bind_pipeline(struct gl_context *ctx,
struct gl_pipeline_object *pipe)
{
int i;
/* First bind the Pipeline to pipeline binding point */
_mesa_reference_pipeline_object(ctx, &ctx->Pipeline.Current, pipe);
/* Section 2.11.3 (Program Objects) of the OpenGL 4.1 spec says:
*
* "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 (see section 2.11.4), the
* program bound to the appropriate stage of the pipeline object is
* considered current."
*/
if (&ctx->Shader != ctx->_Shader) {
if (pipe != NULL) {
/* Bound the pipeline to the current program and
* restore the pipeline state
*/
_mesa_reference_pipeline_object(ctx, &ctx->_Shader, pipe);
} else {
/* Unbind the pipeline */
_mesa_reference_pipeline_object(ctx, &ctx->_Shader,
ctx->Pipeline.Default);
}
FLUSH_VERTICES(ctx, _NEW_PROGRAM | _NEW_PROGRAM_CONSTANTS);
for (i = 0; i < MESA_SHADER_STAGES; i++)
_mesa_shader_program_init_subroutine_defaults(ctx->_Shader->CurrentProgram[i]);
}
}
/**
* Delete a set of pipeline objects.
*
* \param n Number of pipeline objects to delete.
* \param ids pipeline of \c n pipeline object IDs.
*/
void GLAPIENTRY
_mesa_DeleteProgramPipelines(GLsizei n, const GLuint *pipelines)
{
GET_CURRENT_CONTEXT(ctx);
GLsizei i;
if (MESA_VERBOSE & VERBOSE_API)
_mesa_debug(ctx, "glDeleteProgramPipelines(%d, %p)\n", n, pipelines);
if (n < 0) {
_mesa_error(ctx, GL_INVALID_VALUE, "glDeleteProgramPipelines(n<0)");
return;
}
for (i = 0; i < n; i++) {
struct gl_pipeline_object *obj =
_mesa_lookup_pipeline_object(ctx, pipelines[i]);
if (obj) {
assert(obj->Name == pipelines[i]);
/* If the pipeline object is currently bound, the spec says "If an
* object that is currently bound is deleted, the binding for that
* object reverts to zero and no program pipeline object becomes
* current."
*/
if (obj == ctx->Pipeline.Current) {
_mesa_BindProgramPipeline(0);
}
/* The ID is immediately freed for re-use */
remove_pipeline_object(ctx, obj);
/* Unreference the pipeline object.
* If refcount hits zero, the object will be deleted.
*/
_mesa_reference_pipeline_object(ctx, &obj, NULL);
}
}
}
/**
* Generate a set of unique pipeline object IDs and store them in \c pipelines.
* \param n Number of IDs to generate.
* \param pipelines pipeline of \c n locations to store the IDs.
*/
static void
create_program_pipelines(struct gl_context *ctx, GLsizei n, GLuint *pipelines,
bool dsa)
{
const char *func;
GLuint first;
GLint i;
func = dsa ? "glCreateProgramPipelines" : "glGenProgramPipelines";
if (n < 0) {
_mesa_error(ctx, GL_INVALID_VALUE, "%s (n < 0)", func);
return;
}
if (!pipelines) {
return;
}
first = _mesa_HashFindFreeKeyBlock(ctx->Pipeline.Objects, n);
for (i = 0; i < n; i++) {
struct gl_pipeline_object *obj;
GLuint name = first + i;
obj = _mesa_new_pipeline_object(ctx, name);
if (!obj) {
_mesa_error(ctx, GL_OUT_OF_MEMORY, "%s", func);
return;
}
if (dsa) {
/* make dsa-allocated objects behave like program objects */
obj->EverBound = GL_TRUE;
}
save_pipeline_object(ctx, obj);
pipelines[i] = first + i;
}
}
void GLAPIENTRY
_mesa_GenProgramPipelines(GLsizei n, GLuint *pipelines)
{
GET_CURRENT_CONTEXT(ctx);
if (MESA_VERBOSE & VERBOSE_API)
_mesa_debug(ctx, "glGenProgramPipelines(%d, %p)\n", n, pipelines);
create_program_pipelines(ctx, n, pipelines, false);
}
void GLAPIENTRY
_mesa_CreateProgramPipelines(GLsizei n, GLuint *pipelines)
{
GET_CURRENT_CONTEXT(ctx);
if (MESA_VERBOSE & VERBOSE_API)
_mesa_debug(ctx, "glCreateProgramPipelines(%d, %p)\n", n, pipelines);
create_program_pipelines(ctx, n, pipelines, true);
}
/**
* Determine if ID is the name of an pipeline object.
*
* \param id ID of the potential pipeline object.
* \return \c GL_TRUE if \c id is the name of a pipeline object,
* \c GL_FALSE otherwise.
*/
GLboolean GLAPIENTRY
_mesa_IsProgramPipeline(GLuint pipeline)
{
GET_CURRENT_CONTEXT(ctx);
if (MESA_VERBOSE & VERBOSE_API)
_mesa_debug(ctx, "glIsProgramPipeline(%u)\n", pipeline);
struct gl_pipeline_object *obj = _mesa_lookup_pipeline_object(ctx, pipeline);
if (obj == NULL)
return GL_FALSE;
return obj->EverBound;
}
/**
* glGetProgramPipelineiv() - get pipeline shader state.
*/
void GLAPIENTRY
_mesa_GetProgramPipelineiv(GLuint pipeline, GLenum pname, GLint *params)
{
GET_CURRENT_CONTEXT(ctx);
struct gl_pipeline_object *pipe = _mesa_lookup_pipeline_object(ctx, pipeline);
if (MESA_VERBOSE & VERBOSE_API)
_mesa_debug(ctx, "glGetProgramPipelineiv(%u, %d, %p)\n",
pipeline, pname, params);
/* Are geometry shaders available in this context?
*/
const bool has_gs = _mesa_has_geometry_shaders(ctx);
const bool has_tess = _mesa_has_tessellation(ctx);
if (!pipe) {
_mesa_error(ctx, GL_INVALID_OPERATION,
"glGetProgramPipelineiv(pipeline)");
return;
}
/* Object is created by any Pipeline call but glGenProgramPipelines,
* glIsProgramPipeline and GetProgramPipelineInfoLog
*/
pipe->EverBound = GL_TRUE;
switch (pname) {
case GL_ACTIVE_PROGRAM:
*params = pipe->ActiveProgram ? pipe->ActiveProgram->Name : 0;
return;
case GL_INFO_LOG_LENGTH:
*params = pipe->InfoLog ? strlen(pipe->InfoLog) + 1 : 0;
return;
case GL_VALIDATE_STATUS:
*params = pipe->Validated;
return;
case GL_VERTEX_SHADER:
*params = pipe->CurrentProgram[MESA_SHADER_VERTEX]
? pipe->CurrentProgram[MESA_SHADER_VERTEX]->Name : 0;
return;
case GL_TESS_EVALUATION_SHADER:
if (!has_tess)
break;
*params = pipe->CurrentProgram[MESA_SHADER_TESS_EVAL]
? pipe->CurrentProgram[MESA_SHADER_TESS_EVAL]->Name : 0;
return;
case GL_TESS_CONTROL_SHADER:
if (!has_tess)
break;
*params = pipe->CurrentProgram[MESA_SHADER_TESS_CTRL]
? pipe->CurrentProgram[MESA_SHADER_TESS_CTRL]->Name : 0;
return;
case GL_GEOMETRY_SHADER:
if (!has_gs)
break;
*params = pipe->CurrentProgram[MESA_SHADER_GEOMETRY]
? pipe->CurrentProgram[MESA_SHADER_GEOMETRY]->Name : 0;
return;
case GL_FRAGMENT_SHADER:
*params = pipe->CurrentProgram[MESA_SHADER_FRAGMENT]
? pipe->CurrentProgram[MESA_SHADER_FRAGMENT]->Name : 0;
return;
case GL_COMPUTE_SHADER:
if (!_mesa_has_compute_shaders(ctx))
break;
*params = pipe->CurrentProgram[MESA_SHADER_COMPUTE]
? pipe->CurrentProgram[MESA_SHADER_COMPUTE]->Name : 0;
return;
default:
break;
}
_mesa_error(ctx, GL_INVALID_ENUM, "glGetProgramPipelineiv(pname=%s)",
_mesa_enum_to_string(pname));
}
/**
* Determines whether every stage in a linked program is active in the
* specified pipeline.
*/
static bool
program_stages_all_active(struct gl_pipeline_object *pipe,
const struct gl_shader_program *prog)
{
unsigned i;
bool status = true;
if (!prog)
return true;
for (i = 0; i < MESA_SHADER_STAGES; i++) {
if (prog->_LinkedShaders[i]) {
if (pipe->CurrentProgram[i]) {
if (prog->Name != pipe->CurrentProgram[i]->Name) {
status = false;
}
} else {
status = false;
}
}
}
if (!status) {
pipe->InfoLog = ralloc_asprintf(pipe,
"Program %d is not active for all "
"shaders that was linked",
prog->Name);
}
return status;
}
static bool
program_stages_interleaved_illegally(const struct gl_pipeline_object *pipe)
{
struct gl_shader_program *prev = NULL;
unsigned i, j;
/* Look for programs bound to stages: A -> B -> A, with any intervening
* sequence of unrelated programs or empty stages.
*/
for (i = 0; i < MESA_SHADER_STAGES; i++) {
struct gl_shader_program *cur = pipe->CurrentProgram[i];
/* Empty stages anywhere in the pipe are OK */
if (!cur || cur == prev)
continue;
if (prev) {
/* We've seen an A -> B transition; look at the rest of the pipe
* to see if we ever see A again.
*/
for (j = i + 1; j < MESA_SHADER_STAGES; j++) {
if (pipe->CurrentProgram[j] == prev)
return true;
}
}
prev = cur;
}
return false;
}
extern GLboolean
_mesa_validate_program_pipeline(struct gl_context* ctx,
struct gl_pipeline_object *pipe)
{
unsigned i;
bool program_empty = true;
pipe->Validated = GL_FALSE;
/* Release and reset the info log.
*/
if (pipe->InfoLog != NULL)
ralloc_free(pipe->InfoLog);
pipe->InfoLog = NULL;
/* Section 2.11.11 (Shader Execution), subheading "Validation," of the
* OpenGL 4.1 spec says:
*
* "[INVALID_OPERATION] is generated by any command that transfers
* vertices to the GL if:
*
* - A program object is active for at least one, but not all of
* the shader stages that were present when the program was
* linked."
*
* For each possible program stage, verify that the program bound to that
* stage has all of its stages active. In other words, if the program
* bound to the vertex stage also has a fragment shader, the fragment
* shader must also be bound to the fragment stage.
*/
for (i = 0; i < MESA_SHADER_STAGES; i++) {
if (!program_stages_all_active(pipe, pipe->CurrentProgram[i])) {
return GL_FALSE;
}
}
/* Section 2.11.11 (Shader Execution), subheading "Validation," of the
* OpenGL 4.1 spec says:
*
* "[INVALID_OPERATION] is generated by any command that transfers
* vertices to the GL if:
*
* ...
*
* - One program object is active for at least two shader stages
* and a second program is active for a shader stage between two
* stages for which the first program was active."
*/
if (program_stages_interleaved_illegally(pipe)) {
pipe->InfoLog =
ralloc_strdup(pipe,
"Program is active for multiple shader stages with an "
"intervening stage provided by another program");
return GL_FALSE;
}
/* Section 2.11.11 (Shader Execution), subheading "Validation," of the
* OpenGL 4.1 spec says:
*
* "[INVALID_OPERATION] is generated by any command that transfers
* vertices to the GL if:
*
* ...
*
* - There is an active program for tessellation control,
* tessellation evaluation, or geometry stages with corresponding
* executable shader, but there is no active program with
* executable vertex shader."
*/
if (!pipe->CurrentProgram[MESA_SHADER_VERTEX]
&& (pipe->CurrentProgram[MESA_SHADER_GEOMETRY] ||
pipe->CurrentProgram[MESA_SHADER_TESS_CTRL] ||
pipe->CurrentProgram[MESA_SHADER_TESS_EVAL])) {
pipe->InfoLog = ralloc_strdup(pipe, "Program lacks a vertex shader");
return GL_FALSE;
}
/* Section 2.11.11 (Shader Execution), subheading "Validation," of the
* OpenGL 4.1 spec says:
*
* "[INVALID_OPERATION] is generated by any command that transfers
* vertices to the GL if:
*
* ...
*
* - There is no current program object specified by UseProgram,
* there is a current program pipeline object, and the current
* program for any shader stage has been relinked since being
* applied to the pipeline object via UseProgramStages with the
* PROGRAM_SEPARABLE parameter set to FALSE.
*/
for (i = 0; i < MESA_SHADER_STAGES; i++) {
if (pipe->CurrentProgram[i] && !pipe->CurrentProgram[i]->SeparateShader) {
pipe->InfoLog = ralloc_asprintf(pipe,
"Program %d was relinked without "
"PROGRAM_SEPARABLE state",
pipe->CurrentProgram[i]->Name);
return GL_FALSE;
}
}
/* Section 11.1.3.11 (Validation) of the OpenGL 4.5 spec says:
*
* "An INVALID_OPERATION error is generated by any command that trans-
* fers vertices to the GL or launches compute work if the current set
* of active program objects cannot be executed, for reasons including:
*
* ...
*
* - There is no current program object specified by UseProgram,
* there is a current program pipeline object, and that object is
* empty (no executable code is installed for any stage).
*/
for (i = 0; i < MESA_SHADER_STAGES; i++) {
if (pipe->CurrentProgram[i]) {
program_empty = false;
break;
}
}
if (program_empty) {
return GL_FALSE;
}
/* Section 2.11.11 (Shader Execution), subheading "Validation," of the
* OpenGL 4.1 spec says:
*
* "[INVALID_OPERATION] is generated by any command that transfers
* vertices to the GL if:
*
* ...
*
* - Any two active samplers in the current program object are of
* different types, but refer to the same texture image unit.
*
* - The number of active samplers in the program exceeds the
* maximum number of texture image units allowed."
*/
if (!_mesa_sampler_uniforms_pipeline_are_valid(pipe))
return GL_FALSE;
/* Validate inputs against outputs, this cannot be done during linking
* since programs have been linked separately from each other.
*
* 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
* state-dependent failures can result in validation errors for such
* 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_is_gles(ctx) || (ctx->Const.ContextFlags & GL_CONTEXT_FLAG_DEBUG_BIT)) &&
!_mesa_validate_pipeline_io(pipe)) {
if (_mesa_is_gles(ctx))
return GL_FALSE;
static GLuint msg_id = 0;
_mesa_gl_debug(ctx, &msg_id,
MESA_DEBUG_SOURCE_API,
MESA_DEBUG_TYPE_PORTABILITY,
MESA_DEBUG_SEVERITY_MEDIUM,
"glValidateProgramPipeline: pipeline %u does not meet "
"strict OpenGL ES 3.1 requirements and may not be "
"portable across desktop hardware\n",
pipe->Name);
}
pipe->Validated = GL_TRUE;
return GL_TRUE;
}
/**
* Check compatibility of pipeline's program
*/
void GLAPIENTRY
_mesa_ValidateProgramPipeline(GLuint pipeline)
{
GET_CURRENT_CONTEXT(ctx);
if (MESA_VERBOSE & VERBOSE_API)
_mesa_debug(ctx, "glValidateProgramPipeline(%u)\n", pipeline);
struct gl_pipeline_object *pipe = _mesa_lookup_pipeline_object(ctx, pipeline);
if (!pipe) {
_mesa_error(ctx, GL_INVALID_OPERATION,
"glValidateProgramPipeline(pipeline)");
return;
}
_mesa_validate_program_pipeline(ctx, pipe);
}
void GLAPIENTRY
_mesa_GetProgramPipelineInfoLog(GLuint pipeline, GLsizei bufSize,
GLsizei *length, GLchar *infoLog)
{
GET_CURRENT_CONTEXT(ctx);
if (MESA_VERBOSE & VERBOSE_API)
_mesa_debug(ctx, "glGetProgramPipelineInfoLog(%u, %d, %p, %p)\n",
pipeline, bufSize, length, infoLog);
struct gl_pipeline_object *pipe = _mesa_lookup_pipeline_object(ctx, pipeline);
if (!pipe) {
_mesa_error(ctx, GL_INVALID_VALUE,
"glGetProgramPipelineInfoLog(pipeline)");
return;
}
if (bufSize < 0) {
_mesa_error(ctx, GL_INVALID_VALUE,
"glGetProgramPipelineInfoLog(bufSize)");
return;
}
_mesa_copy_string(infoLog, bufSize, length, pipe->InfoLog);
}