program_resource: subroutine active uniforms should return NumSubroutineUniforms

Before this commit, GetProgramInterfaceiv for pname ACTIVE_RESOURCES
and all the <shader>_SUBROUTINE_UNIFORM programInterface were
returning the count of resources on the shader program using that
interface, instead of the num of uniform resources. This would get a
wrong value (for example) if the shader has an array of subroutine
uniforms.

Note that this means that in order to get a proper value, the shader
needs to be linked, something that is not explicitly mentioned on
ARB_program_interface_query spec, but comes from the general
definition of active uniform. If the program is not linked we
return 0.

v2: don't generate an error if the program is not linked, returning 0
    active uniforms instead, plus extra spec references (Tapani Palli)

Fixes GL44-CTS.program_interface_query.subroutines-compute

Reviewed-by: Tapani Pälli <tapani.palli@intel.com>
This commit is contained in:
Alejandro Piñeiro 2016-08-18 19:44:55 +02:00
parent 690ead4a13
commit 07fe2d565b
1 changed files with 118 additions and 23 deletions

View File

@ -66,6 +66,79 @@ supported_interface_enum(struct gl_context *ctx, GLenum iface)
}
}
static struct gl_shader_program *
lookup_linked_program(GLuint program,
const char *caller,
bool raise_link_error)
{
GET_CURRENT_CONTEXT(ctx);
struct gl_shader_program *prog =
_mesa_lookup_shader_program_err(ctx, program, caller);
if (!prog)
return NULL;
if (prog->LinkStatus == GL_FALSE) {
if (raise_link_error)
_mesa_error(ctx, GL_INVALID_OPERATION, "%s(program not linked)",
caller);
return NULL;
}
return prog;
}
static GLenum
stage_from_program_interface(GLenum programInterface)
{
switch(programInterface) {
case GL_VERTEX_SUBROUTINE_UNIFORM:
return MESA_SHADER_VERTEX;
case GL_TESS_CONTROL_SUBROUTINE_UNIFORM:
return MESA_SHADER_TESS_CTRL;
case GL_TESS_EVALUATION_SUBROUTINE_UNIFORM:
return MESA_SHADER_TESS_EVAL;
case GL_GEOMETRY_SUBROUTINE_UNIFORM:
return MESA_SHADER_GEOMETRY;
case GL_FRAGMENT_SUBROUTINE_UNIFORM:
return MESA_SHADER_FRAGMENT;
case GL_COMPUTE_SUBROUTINE_UNIFORM:
return MESA_SHADER_COMPUTE;
default:
assert(!"unexpected programInterface value");
}
}
static struct gl_linked_shader *
lookup_linked_shader(GLuint program,
GLenum programInterface,
const char *caller)
{
struct gl_shader_program *shLinkedProg =
lookup_linked_program(program, caller, false);
gl_shader_stage stage = stage_from_program_interface(programInterface);
if (!shLinkedProg)
return NULL;
return shLinkedProg->_LinkedShaders[stage];
}
static bool
is_subroutine_uniform_program_interface(GLenum programInterface)
{
switch(programInterface) {
case GL_VERTEX_SUBROUTINE_UNIFORM:
case GL_TESS_CONTROL_SUBROUTINE_UNIFORM:
case GL_TESS_EVALUATION_SUBROUTINE_UNIFORM:
case GL_GEOMETRY_SUBROUTINE_UNIFORM:
case GL_FRAGMENT_SUBROUTINE_UNIFORM:
case GL_COMPUTE_SUBROUTINE_UNIFORM:
return true;
default:
return false;
}
}
void GLAPIENTRY
_mesa_GetProgramInterfaceiv(GLuint program, GLenum programInterface,
GLenum pname, GLint *params)
@ -101,9 +174,49 @@ _mesa_GetProgramInterfaceiv(GLuint program, GLenum programInterface,
/* Validate pname against interface. */
switch(pname) {
case GL_ACTIVE_RESOURCES:
for (i = 0, *params = 0; i < shProg->NumProgramResourceList; i++)
if (shProg->ProgramResourceList[i].Type == programInterface)
(*params)++;
if (is_subroutine_uniform_program_interface(programInterface)) {
/* ARB_program_interface_query doesn't explicitly says that those
* uniforms would need a linked shader, or that should fail if it is
* not the case, but Section 7.6 (Uniform Variables) of the OpenGL
* 4.4 Core Profile says:
*
* "A uniform is considered an active uniform if the compiler and
* linker determine that the uniform will actually be accessed
* when the executable code is executed. In cases where the
* compiler and linker cannot make a conclusive determination,
* the uniform will be considered active."
*
* So in order to know the real number of active subroutine uniforms
* we would need a linked shader .
*
* At the same time, Section 7.3 (Program Objects) of the OpenGL 4.4
* Core Profile says:
*
* "The GL provides various commands allowing applications to
* enumerate and query properties of active variables and in-
* terface blocks for a specified program. If one of these
* commands is called with a program for which LinkProgram
* succeeded, the information recorded when the program was
* linked is returned. If one of these commands is called with a
* program for which LinkProgram failed, no error is generated
* unless otherwise noted."
* <skip>
* "If one of these commands is called with a program for which
* LinkProgram had never been called, no error is generated
* unless otherwise noted, and the program object is considered
* to have no active variables or interface blocks."
*
* So if the program is not linked we will return 0.
*/
struct gl_linked_shader *sh =
lookup_linked_shader(program, programInterface, "glGetProgramInterfaceiv");
*params = sh ? sh->NumSubroutineUniforms : 0;
} else {
for (i = 0, *params = 0; i < shProg->NumProgramResourceList; i++)
if (shProg->ProgramResourceList[i].Type == programInterface)
(*params)++;
}
break;
case GL_MAX_NAME_LENGTH:
if (programInterface == GL_ATOMIC_COUNTER_BUFFER ||
@ -375,24 +488,6 @@ _mesa_GetProgramResourceiv(GLuint program, GLenum programInterface,
propCount, props, bufSize, length, params);
}
static struct gl_shader_program *
lookup_linked_program(GLuint program, const char *caller)
{
GET_CURRENT_CONTEXT(ctx);
struct gl_shader_program *prog =
_mesa_lookup_shader_program_err(ctx, program, caller);
if (!prog)
return NULL;
if (prog->LinkStatus == GL_FALSE) {
_mesa_error(ctx, GL_INVALID_OPERATION, "%s(program not linked)",
caller);
return NULL;
}
return prog;
}
GLint GLAPIENTRY
_mesa_GetProgramResourceLocation(GLuint program, GLenum programInterface,
const GLchar *name)
@ -405,7 +500,7 @@ _mesa_GetProgramResourceLocation(GLuint program, GLenum programInterface,
}
struct gl_shader_program *shProg =
lookup_linked_program(program, "glGetProgramResourceLocation");
lookup_linked_program(program, "glGetProgramResourceLocation", true);
if (!shProg || !name)
return -1;
@ -461,7 +556,7 @@ _mesa_GetProgramResourceLocationIndex(GLuint program, GLenum programInterface,
}
struct gl_shader_program *shProg =
lookup_linked_program(program, "glGetProgramResourceLocationIndex");
lookup_linked_program(program, "glGetProgramResourceLocationIndex", true);
if (!shProg || !name)
return -1;