/* * Mesa 3-D graphics library * * Copyright © 2013 Gregory Hainaut * * 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 * * Implementation of pipeline object related API functions. Based on * GL_ARB_separate_shader_objects extension. */ #include #include "main/glheader.h" #include "main/context.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/state.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; for (i = 0; i < MESA_SHADER_STAGES; i++) { _mesa_reference_program(ctx, &obj->CurrentProgram[i], NULL); _mesa_reference_shader_program(ctx, &obj->ReferencedPrograms[i], NULL); } _mesa_reference_shader_program(ctx, &obj->ActiveProgram, NULL); 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; 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_HashLookupLocked(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_HashInsertLocked(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_HashRemoveLocked(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 */ struct gl_pipeline_object *oldObj = *ptr; assert(oldObj->RefCount > 0); oldObj->RefCount--; if (oldObj->RefCount == 0) { _mesa_delete_pipeline_object(ctx, oldObj); } *ptr = NULL; } assert(!*ptr); if (obj) { /* reference new pipeline object */ assert(obj->RefCount > 0); obj->RefCount++; *ptr = obj; } } static void use_program_stage(struct gl_context *ctx, GLenum type, struct gl_shader_program *shProg, struct gl_pipeline_object *pipe) { gl_shader_stage stage = _mesa_shader_enum_to_shader_stage(type); struct gl_program *prog = NULL; if (shProg && shProg->_LinkedShaders[stage]) prog = shProg->_LinkedShaders[stage]->Program; _mesa_use_program(ctx, stage, shProg, prog, pipe); } static void use_program_stages(struct gl_context *ctx, struct gl_shader_program *shProg, GLbitfield stages, struct gl_pipeline_object *pipe) { /* 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) use_program_stage(ctx, GL_VERTEX_SHADER, shProg, pipe); if ((stages & GL_FRAGMENT_SHADER_BIT) != 0) use_program_stage(ctx, GL_FRAGMENT_SHADER, shProg, pipe); if ((stages & GL_GEOMETRY_SHADER_BIT) != 0) use_program_stage(ctx, GL_GEOMETRY_SHADER, shProg, pipe); if ((stages & GL_TESS_CONTROL_SHADER_BIT) != 0) use_program_stage(ctx, GL_TESS_CONTROL_SHADER, shProg, pipe); if ((stages & GL_TESS_EVALUATION_SHADER_BIT) != 0) use_program_stage(ctx, GL_TESS_EVALUATION_SHADER, shProg, pipe); if ((stages & GL_COMPUTE_SHADER_BIT) != 0) use_program_stage(ctx, GL_COMPUTE_SHADER, shProg, pipe); pipe->Validated = false; } void GLAPIENTRY _mesa_UseProgramStages_no_error(GLuint pipeline, GLbitfield stages, GLuint prog) { GET_CURRENT_CONTEXT(ctx); struct gl_pipeline_object *pipe = _mesa_lookup_pipeline_object(ctx, pipeline); struct gl_shader_program *shProg = NULL; if (prog) shProg = _mesa_lookup_shader_program(ctx, prog); /* Object is created by any Pipeline call but glGenProgramPipelines, * glIsProgramPipeline and GetProgramPipelineInfoLog */ pipe->EverBound = GL_TRUE; use_program_stages(ctx, shProg, stages, pipe); } /** * 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->data->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; } } use_program_stages(ctx, shProg, stages, pipe); } static ALWAYS_INLINE void active_shader_program(struct gl_context *ctx, GLuint pipeline, GLuint program, bool no_error) { struct gl_shader_program *shProg = NULL; struct gl_pipeline_object *pipe = _mesa_lookup_pipeline_object(ctx, pipeline); if (program) { if (no_error) { shProg = _mesa_lookup_shader_program(ctx, program); } else { shProg = _mesa_lookup_shader_program_err(ctx, program, "glActiveShaderProgram(program)"); if (shProg == NULL) return; } } if (!no_error && !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 (!no_error && shProg != NULL && !shProg->data->LinkStatus) { _mesa_error(ctx, GL_INVALID_OPERATION, "glActiveShaderProgram(program %u not linked)", shProg->Name); return; } _mesa_reference_shader_program(ctx, &pipe->ActiveProgram, shProg); } void GLAPIENTRY _mesa_ActiveShaderProgram_no_error(GLuint pipeline, GLuint program) { GET_CURRENT_CONTEXT(ctx); active_shader_program(ctx, pipeline, program, true); } /** * Use the named shader program for subsequent glUniform calls (if pipeline * bound) */ void GLAPIENTRY _mesa_ActiveShaderProgram(GLuint pipeline, GLuint program) { GET_CURRENT_CONTEXT(ctx); if (MESA_VERBOSE & VERBOSE_API) _mesa_debug(ctx, "glActiveShaderProgram(%u, %u)\n", pipeline, program); active_shader_program(ctx, pipeline, program, false); } static ALWAYS_INLINE void bind_program_pipeline(struct gl_context *ctx, GLuint pipeline, bool no_error) { 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 (!no_error && _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 (!no_error && !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 GLAPIENTRY _mesa_BindProgramPipeline_no_error(GLuint pipeline) { GET_CURRENT_CONTEXT(ctx); bind_program_pipeline(ctx, pipeline, true); } /** * Make program of the pipeline current */ void GLAPIENTRY _mesa_BindProgramPipeline(GLuint pipeline) { GET_CURRENT_CONTEXT(ctx); bind_program_pipeline(ctx, pipeline, false); } 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) { FLUSH_VERTICES(ctx, _NEW_PROGRAM | _NEW_PROGRAM_CONSTANTS); 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); } for (i = 0; i < MESA_SHADER_STAGES; i++) { struct gl_program *prog = ctx->_Shader->CurrentProgram[i]; if (prog) { _mesa_program_init_subroutine_defaults(ctx, prog); } } _mesa_update_vertex_processing_mode(ctx); } } /** * 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 = dsa ? "glCreateProgramPipelines" : "glGenProgramPipelines"; GLuint first; GLint i; 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; } } static void create_program_pipelines_err(struct gl_context *ctx, GLsizei n, GLuint *pipelines, bool dsa) { const char *func = dsa ? "glCreateProgramPipelines" : "glGenProgramPipelines"; if (n < 0) { _mesa_error(ctx, GL_INVALID_VALUE, "%s (n < 0)", func); return; } create_program_pipelines(ctx, n, pipelines, dsa); } void GLAPIENTRY _mesa_GenProgramPipelines_no_error(GLsizei n, GLuint *pipelines) { GET_CURRENT_CONTEXT(ctx); create_program_pipelines(ctx, n, pipelines, false); } 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_err(ctx, n, pipelines, false); } void GLAPIENTRY _mesa_CreateProgramPipelines_no_error(GLsizei n, GLuint *pipelines) { GET_CURRENT_CONTEXT(ctx); create_program_pipelines(ctx, n, pipelines, true); } 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_err(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 && pipe->InfoLog[0] != '\0') ? 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]->Id : 0; return; case GL_TESS_EVALUATION_SHADER: if (!has_tess) break; *params = pipe->CurrentProgram[MESA_SHADER_TESS_EVAL] ? pipe->CurrentProgram[MESA_SHADER_TESS_EVAL]->Id : 0; return; case GL_TESS_CONTROL_SHADER: if (!has_tess) break; *params = pipe->CurrentProgram[MESA_SHADER_TESS_CTRL] ? pipe->CurrentProgram[MESA_SHADER_TESS_CTRL]->Id : 0; return; case GL_GEOMETRY_SHADER: if (!has_gs) break; *params = pipe->CurrentProgram[MESA_SHADER_GEOMETRY] ? pipe->CurrentProgram[MESA_SHADER_GEOMETRY]->Id : 0; return; case GL_FRAGMENT_SHADER: *params = pipe->CurrentProgram[MESA_SHADER_FRAGMENT] ? pipe->CurrentProgram[MESA_SHADER_FRAGMENT]->Id : 0; return; case GL_COMPUTE_SHADER: if (!_mesa_has_compute_shaders(ctx)) break; *params = pipe->CurrentProgram[MESA_SHADER_COMPUTE] ? pipe->CurrentProgram[MESA_SHADER_COMPUTE]->Id : 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_program *prog) { bool status = true; if (!prog) return true; unsigned mask = prog->sh.data->linked_stages; while (mask) { const int i = u_bit_scan(&mask); if (pipe->CurrentProgram[i]) { if (prog->Id != pipe->CurrentProgram[i]->Id) { status = false; } } else { status = false; } } if (!status) { pipe->InfoLog = ralloc_asprintf(pipe, "Program %d is not active for all " "shaders that was linked", prog->Id); } return status; } static bool program_stages_interleaved_illegally(const struct gl_pipeline_object *pipe) { unsigned prev_linked_stages = 0; /* Look for programs bound to stages: A -> B -> A, with any intervening * sequence of unrelated programs or empty stages. */ for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) { struct gl_program *cur = pipe->CurrentProgram[i]; /* Empty stages anywhere in the pipe are OK. Also we can be confident * that if the linked_stages mask matches we are looking at the same * linked program because a previous validation call to * program_stages_all_active() will have already failed if two different * programs with the sames stages linked are not active for all linked * stages. */ if (!cur || cur->sh.data->linked_stages == prev_linked_stages) continue; if (prev_linked_stages) { /* We've seen an A -> B transition; look at the rest of the pipe * to see if we ever see A again. */ if (prev_linked_stages >> (i + 1)) return true; } prev_linked_stages = cur->sh.data->linked_stages; } 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]->info.separate_shader) { pipe->InfoLog = ralloc_asprintf(pipe, "Program %d was relinked without " "PROGRAM_SEPARABLE state", pipe->CurrentProgram[i]->Id); 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); }