mesa: don't always set _NEW_PROGRAM when linking

We only need to set it when linking was successful and the program
being linked is currently active.

The programs_in_use mask is just used as a flag for now but in
a future change we will use it to update the CurrentProgram array.

V2: make sure to flush vertices before linking (suggested by Marek)

Reviewed-by: Marek Olšák <marek.olsak@amd.com>
This commit is contained in:
Timothy Arceri 2017-01-09 16:13:27 +11:00
parent aad93402c0
commit 3fe8d04a6d
1 changed files with 22 additions and 1 deletions

View File

@ -1097,10 +1097,31 @@ _mesa_link_program(struct gl_context *ctx, struct gl_shader_program *shProg)
return;
}
FLUSH_VERTICES(ctx, _NEW_PROGRAM);
unsigned programs_in_use = 0;
if (ctx->_Shader)
for (unsigned stage = 0; stage < MESA_SHADER_STAGES; stage++) {
if (ctx->_Shader->CurrentProgram[stage] == shProg) {
programs_in_use |= 1 << stage;
}
}
FLUSH_VERTICES(ctx, 0);
_mesa_glsl_link_shader(ctx, shProg);
/* From section 7.3 (Program Objects) of the OpenGL 4.5 spec:
*
* "If LinkProgram or ProgramBinary successfully re-links a program
* object that is active for any shader stage, then the newly generated
* executable code will be installed as part of the current rendering
* state for all shader stages where the program is active.
* Additionally, the newly generated executable code is made part of
* the state of any program pipeline for all stages where the program
* is attached."
*/
if (shProg->data->LinkStatus && programs_in_use) {
ctx->NewState |= _NEW_PROGRAM;
}
/* Capture .shader_test files. */
const char *capture_path = _mesa_get_shader_capture_path();
if (shProg->Name != 0 && shProg->Name != ~0 && capture_path != NULL) {