mesa/subroutines: start adding per-context subroutine index support (v1.1)

One piece of ARB_shader_subroutine I ignored was the fact that it
needs to store the subroutine index data per context and not per
shader program.

There is one CTS test that tests this:
GL45-CTS.shader_subroutine.multiple_contexts

However the test only does a write to context and readback,
it never renders using the values, so this is enough to fix the
test however not enough to do what the spec says.

So with this patch the info is now stored per context, but
it gets updated into the program at UseProgram and when the
values are inserted into the context, which won't help if
multiple contexts are in use in multiple threads.

v1.1: cleanups and nit-picks (Andres)

Signed-off-by: Dave Airlie <airlied@redhat.com>
Reviewed-by: Andres Gomez <agomez@igalia.com>
This commit is contained in:
Dave Airlie 2016-06-07 15:25:55 +10:00
parent 27d20ee264
commit 4566aaaa5b
4 changed files with 61 additions and 32 deletions

View File

@ -4314,6 +4314,15 @@ struct gl_atomic_buffer_binding
GLsizeiptr Size;
};
/**
* Shader subroutines storage
*/
struct gl_subroutine_index_binding
{
GLuint NumIndex;
GLuint *IndexPtr;
};
/**
* Mesa rendering context.
*
@ -4552,6 +4561,7 @@ struct gl_context
*/
struct gl_image_unit ImageUnits[MAX_IMAGE_UNITS];
struct gl_subroutine_index_binding SubroutineIndex[MESA_SHADER_STAGES];
/*@}*/
struct gl_meta_state *Meta; /**< for "meta" operations */

View File

@ -469,7 +469,7 @@ _mesa_bind_pipeline(struct gl_context *ctx,
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]);
_mesa_shader_program_init_subroutine_defaults(ctx, ctx->_Shader->CurrentProgram[i]);
}
}

View File

@ -65,6 +65,7 @@
#define PATH_MAX _MAX_PATH
#endif
static void _mesa_shader_write_subroutine_index(struct gl_context *ctx, struct gl_linked_shader *sh);
/**
* Return mask of GLSL_x flags by examining the MESA_GLSL env var.
*/
@ -1208,7 +1209,7 @@ use_shader_program(struct gl_context *ctx, gl_shader_stage stage,
shProg = NULL;
if (shProg)
_mesa_shader_program_init_subroutine_defaults(shProg);
_mesa_shader_program_init_subroutine_defaults(ctx, shProg);
if (*target != shProg) {
/* Program is current, flush it */
@ -2648,27 +2649,15 @@ _mesa_UniformSubroutinesuiv(GLenum shadertype, GLsizei count,
_mesa_error(ctx, GL_INVALID_OPERATION, "%s", api_name);
return;
}
ctx->SubroutineIndex[sh->Stage].IndexPtr[j] = indices[j];
}
i += uni_count;
} while(i < count);
FLUSH_VERTICES(ctx, _NEW_PROGRAM_CONSTANTS);
i = 0;
do {
struct gl_uniform_storage *uni = sh->SubroutineUniformRemapTable[i];
if (uni == NULL) {
i++;
continue;
}
int uni_count = uni->array_elements ? uni->array_elements : 1;
memcpy(&uni->storage[0], &indices[i],
sizeof(GLuint) * uni_count);
_mesa_propagate_uniforms_to_driver_storage(uni, 0, uni_count);
i += uni_count;
} while(i < count);
_mesa_shader_write_subroutine_index(ctx, sh);
}
@ -2710,12 +2699,7 @@ _mesa_GetUniformSubroutineuiv(GLenum shadertype, GLint location,
return;
}
{
struct gl_uniform_storage *uni = sh->SubroutineUniformRemapTable[location];
int offset = location - uni->opaque[stage].index;
memcpy(params, &uni->storage[offset],
sizeof(GLuint));
}
*params = ctx->SubroutineIndex[sh->Stage].IndexPtr[location];
}
@ -2824,29 +2808,63 @@ find_compat_subroutine(struct gl_linked_shader *sh,
}
static void
_mesa_shader_init_subroutine_defaults(struct gl_linked_shader *sh)
_mesa_shader_write_subroutine_index(struct gl_context *ctx,
struct gl_linked_shader *sh)
{
int i, j;
for (i = 0; i < sh->NumSubroutineUniformRemapTable; i++) {
if (sh->NumSubroutineUniformRemapTable == 0)
return;
i = 0;
do {
struct gl_uniform_storage *uni = sh->SubroutineUniformRemapTable[i];
int uni_count;
int val;
if (!uni)
if (!uni) {
i++;
continue;
uni_count = uni->array_elements ? uni->array_elements : 1;
val = find_compat_subroutine(sh, uni->type);
}
for (j = 0; j < uni_count; j++)
uni_count = uni->array_elements ? uni->array_elements : 1;
for (j = 0; j < uni_count; j++) {
val = ctx->SubroutineIndex[sh->Stage].IndexPtr[i + j];
memcpy(&uni->storage[j], &val, sizeof(int));
}
_mesa_propagate_uniforms_to_driver_storage(uni, 0, uni_count);
i += uni_count;
} while(i < sh->NumSubroutineUniformRemapTable);
}
static void
_mesa_shader_init_subroutine_defaults(struct gl_context *ctx,
struct gl_linked_shader *sh)
{
int i;
struct gl_subroutine_index_binding *binding = &ctx->SubroutineIndex[sh->Stage];
if (binding->NumIndex != sh->NumSubroutineUniformRemapTable) {
binding->IndexPtr = realloc(binding->IndexPtr,
sh->NumSubroutineUniformRemapTable * (sizeof(GLuint)));
binding->NumIndex = sh->NumSubroutineUniformRemapTable;
}
for (i = 0; i < sh->NumSubroutineUniformRemapTable; i++) {
struct gl_uniform_storage *uni = sh->SubroutineUniformRemapTable[i];
if (!uni)
continue;
binding->IndexPtr[i] = find_compat_subroutine(sh, uni->type);
}
_mesa_shader_write_subroutine_index(ctx, sh);
}
void
_mesa_shader_program_init_subroutine_defaults(struct gl_shader_program *shProg)
_mesa_shader_program_init_subroutine_defaults(struct gl_context *ctx,
struct gl_shader_program *shProg)
{
int i;
@ -2857,6 +2875,6 @@ _mesa_shader_program_init_subroutine_defaults(struct gl_shader_program *shProg)
if (!shProg->_LinkedShaders[i])
continue;
_mesa_shader_init_subroutine_defaults(shProg->_LinkedShaders[i]);
_mesa_shader_init_subroutine_defaults(ctx, shProg->_LinkedShaders[i]);
}
}

View File

@ -286,7 +286,8 @@ _mesa_PatchParameterfv(GLenum pname, const GLfloat *values);
/* GL_ARB_shader_subroutine */
void
_mesa_shader_program_init_subroutine_defaults(struct gl_shader_program *shProg);
_mesa_shader_program_init_subroutine_defaults(struct gl_context *ctx,
struct gl_shader_program *shProg);
extern GLint GLAPIENTRY
_mesa_GetSubroutineUniformLocation(GLuint program, GLenum shadertype,