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>
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690ead4a13
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07fe2d565b
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@ -66,6 +66,79 @@ supported_interface_enum(struct gl_context *ctx, GLenum iface)
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}
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}
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static struct gl_shader_program *
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lookup_linked_program(GLuint program,
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const char *caller,
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bool raise_link_error)
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{
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GET_CURRENT_CONTEXT(ctx);
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struct gl_shader_program *prog =
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_mesa_lookup_shader_program_err(ctx, program, caller);
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if (!prog)
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return NULL;
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if (prog->LinkStatus == GL_FALSE) {
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if (raise_link_error)
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_mesa_error(ctx, GL_INVALID_OPERATION, "%s(program not linked)",
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caller);
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return NULL;
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}
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return prog;
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}
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static GLenum
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stage_from_program_interface(GLenum programInterface)
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{
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switch(programInterface) {
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case GL_VERTEX_SUBROUTINE_UNIFORM:
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return MESA_SHADER_VERTEX;
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case GL_TESS_CONTROL_SUBROUTINE_UNIFORM:
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return MESA_SHADER_TESS_CTRL;
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case GL_TESS_EVALUATION_SUBROUTINE_UNIFORM:
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return MESA_SHADER_TESS_EVAL;
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case GL_GEOMETRY_SUBROUTINE_UNIFORM:
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return MESA_SHADER_GEOMETRY;
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case GL_FRAGMENT_SUBROUTINE_UNIFORM:
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return MESA_SHADER_FRAGMENT;
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case GL_COMPUTE_SUBROUTINE_UNIFORM:
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return MESA_SHADER_COMPUTE;
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default:
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assert(!"unexpected programInterface value");
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}
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}
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static struct gl_linked_shader *
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lookup_linked_shader(GLuint program,
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GLenum programInterface,
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const char *caller)
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{
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struct gl_shader_program *shLinkedProg =
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lookup_linked_program(program, caller, false);
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gl_shader_stage stage = stage_from_program_interface(programInterface);
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if (!shLinkedProg)
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return NULL;
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return shLinkedProg->_LinkedShaders[stage];
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}
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static bool
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is_subroutine_uniform_program_interface(GLenum programInterface)
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{
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switch(programInterface) {
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case GL_VERTEX_SUBROUTINE_UNIFORM:
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case GL_TESS_CONTROL_SUBROUTINE_UNIFORM:
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case GL_TESS_EVALUATION_SUBROUTINE_UNIFORM:
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case GL_GEOMETRY_SUBROUTINE_UNIFORM:
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case GL_FRAGMENT_SUBROUTINE_UNIFORM:
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case GL_COMPUTE_SUBROUTINE_UNIFORM:
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return true;
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default:
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return false;
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}
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}
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void GLAPIENTRY
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_mesa_GetProgramInterfaceiv(GLuint program, GLenum programInterface,
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GLenum pname, GLint *params)
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@ -101,9 +174,49 @@ _mesa_GetProgramInterfaceiv(GLuint program, GLenum programInterface,
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/* Validate pname against interface. */
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switch(pname) {
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case GL_ACTIVE_RESOURCES:
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for (i = 0, *params = 0; i < shProg->NumProgramResourceList; i++)
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if (shProg->ProgramResourceList[i].Type == programInterface)
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(*params)++;
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if (is_subroutine_uniform_program_interface(programInterface)) {
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/* ARB_program_interface_query doesn't explicitly says that those
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* uniforms would need a linked shader, or that should fail if it is
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* not the case, but Section 7.6 (Uniform Variables) of the OpenGL
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* 4.4 Core Profile says:
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*
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* "A uniform is considered an active uniform if the compiler and
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* linker determine that the uniform will actually be accessed
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* when the executable code is executed. In cases where the
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* compiler and linker cannot make a conclusive determination,
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* the uniform will be considered active."
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*
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* So in order to know the real number of active subroutine uniforms
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* we would need a linked shader .
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*
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* At the same time, Section 7.3 (Program Objects) of the OpenGL 4.4
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* Core Profile says:
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*
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* "The GL provides various commands allowing applications to
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* enumerate and query properties of active variables and in-
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* terface blocks for a specified program. If one of these
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* commands is called with a program for which LinkProgram
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* succeeded, the information recorded when the program was
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* linked is returned. If one of these commands is called with a
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* program for which LinkProgram failed, no error is generated
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* unless otherwise noted."
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* <skip>
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* "If one of these commands is called with a program for which
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* LinkProgram had never been called, no error is generated
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* unless otherwise noted, and the program object is considered
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* to have no active variables or interface blocks."
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*
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* So if the program is not linked we will return 0.
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*/
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struct gl_linked_shader *sh =
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lookup_linked_shader(program, programInterface, "glGetProgramInterfaceiv");
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*params = sh ? sh->NumSubroutineUniforms : 0;
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} else {
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for (i = 0, *params = 0; i < shProg->NumProgramResourceList; i++)
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if (shProg->ProgramResourceList[i].Type == programInterface)
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(*params)++;
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}
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break;
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case GL_MAX_NAME_LENGTH:
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if (programInterface == GL_ATOMIC_COUNTER_BUFFER ||
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@ -375,24 +488,6 @@ _mesa_GetProgramResourceiv(GLuint program, GLenum programInterface,
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propCount, props, bufSize, length, params);
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}
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static struct gl_shader_program *
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lookup_linked_program(GLuint program, const char *caller)
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{
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GET_CURRENT_CONTEXT(ctx);
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struct gl_shader_program *prog =
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_mesa_lookup_shader_program_err(ctx, program, caller);
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if (!prog)
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return NULL;
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if (prog->LinkStatus == GL_FALSE) {
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_mesa_error(ctx, GL_INVALID_OPERATION, "%s(program not linked)",
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caller);
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return NULL;
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}
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return prog;
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}
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GLint GLAPIENTRY
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_mesa_GetProgramResourceLocation(GLuint program, GLenum programInterface,
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const GLchar *name)
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@ -405,7 +500,7 @@ _mesa_GetProgramResourceLocation(GLuint program, GLenum programInterface,
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}
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struct gl_shader_program *shProg =
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lookup_linked_program(program, "glGetProgramResourceLocation");
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lookup_linked_program(program, "glGetProgramResourceLocation", true);
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if (!shProg || !name)
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return -1;
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@ -461,7 +556,7 @@ _mesa_GetProgramResourceLocationIndex(GLuint program, GLenum programInterface,
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}
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struct gl_shader_program *shProg =
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lookup_linked_program(program, "glGetProgramResourceLocationIndex");
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lookup_linked_program(program, "glGetProgramResourceLocationIndex", true);
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if (!shProg || !name)
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return -1;
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