mesa: add tessellation shader getters (v3)

Tessellation dependencies added by Marek.

v2: require tessellation in addition to atomics/images for some glGet queries

Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
This commit is contained in:
Fabian Bieler 2014-03-07 10:39:18 +01:00 committed by Marek Olšák
parent cb0c12512c
commit 6823d713c6
3 changed files with 135 additions and 0 deletions

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@ -149,6 +149,8 @@ enum value_extra {
EXTRA_EXT_UBO_GS4,
EXTRA_EXT_ATOMICS_GS4,
EXTRA_EXT_SHADER_IMAGE_GS4,
EXTRA_EXT_ATOMICS_TESS,
EXTRA_EXT_SHADER_IMAGE_TESS,
};
#define NO_EXTRA NULL
@ -349,6 +351,16 @@ static const int extra_ARB_shader_image_load_store_and_geometry_shader[] = {
EXTRA_END
};
static const int extra_ARB_shader_atomic_counters_and_tessellation[] = {
EXTRA_EXT_ATOMICS_TESS,
EXTRA_END
};
static const int extra_ARB_shader_image_load_store_and_tessellation[] = {
EXTRA_EXT_SHADER_IMAGE_TESS,
EXTRA_END
};
static const int extra_ARB_draw_indirect_es31[] = {
EXT(ARB_draw_indirect),
EXTRA_API_ES31,
@ -401,6 +413,7 @@ EXTRA_EXT(ARB_explicit_uniform_location);
EXTRA_EXT(ARB_clip_control);
EXTRA_EXT(EXT_polygon_offset_clamp);
EXTRA_EXT(ARB_framebuffer_no_attachments);
EXTRA_EXT(ARB_tessellation_shader);
static const int
extra_ARB_color_buffer_float_or_glcore[] = {
@ -1149,6 +1162,16 @@ check_extra(struct gl_context *ctx, const char *func, const struct value_desc *d
api_found = (ctx->Extensions.ARB_shader_image_load_store &&
_mesa_has_geometry_shaders(ctx));
break;
case EXTRA_EXT_ATOMICS_TESS:
api_check = GL_TRUE;
api_found = ctx->Extensions.ARB_shader_atomic_counters &&
_mesa_has_tessellation(ctx);
break;
case EXTRA_EXT_SHADER_IMAGE_TESS:
api_check = GL_TRUE;
api_found = ctx->Extensions.ARB_shader_image_load_store &&
_mesa_has_tessellation(ctx);
break;
case EXTRA_END:
break;
default: /* *e is a offset into the extension struct */

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@ -824,6 +824,34 @@ descriptor=[
[ "MIN_FRAGMENT_INTERPOLATION_OFFSET", "CONTEXT_FLOAT(Const.MinFragmentInterpolationOffset), extra_ARB_gpu_shader5" ],
[ "MAX_FRAGMENT_INTERPOLATION_OFFSET", "CONTEXT_FLOAT(Const.MaxFragmentInterpolationOffset), extra_ARB_gpu_shader5" ],
[ "FRAGMENT_INTERPOLATION_OFFSET_BITS", "CONST(FRAGMENT_INTERPOLATION_OFFSET_BITS), extra_ARB_gpu_shader5" ],
# GL_ARB_tessellation_shader
[ "PATCH_VERTICES", "CONTEXT_INT(TessCtrlProgram.patch_vertices), extra_ARB_tessellation_shader" ],
[ "PATCH_DEFAULT_OUTER_LEVEL", "CONTEXT_FLOAT4(TessCtrlProgram.patch_default_outer_level), extra_ARB_tessellation_shader" ],
[ "PATCH_DEFAULT_INNER_LEVEL", "CONTEXT_FLOAT2(TessCtrlProgram.patch_default_inner_level), extra_ARB_tessellation_shader" ],
[ "MAX_TESS_GEN_LEVEL", "CONTEXT_INT(Const.MaxTessGenLevel), extra_ARB_tessellation_shader" ],
[ "MAX_PATCH_VERTICES", "CONTEXT_INT(Const.MaxPatchVertices), extra_ARB_tessellation_shader" ],
[ "MAX_TESS_CONTROL_UNIFORM_COMPONENTS", "CONTEXT_INT(Const.Program[MESA_SHADER_TESS_CTRL].MaxUniformComponents), extra_ARB_tessellation_shader" ],
[ "MAX_TESS_EVALUATION_UNIFORM_COMPONENTS", "CONTEXT_INT(Const.Program[MESA_SHADER_TESS_EVAL].MaxUniformComponents), extra_ARB_tessellation_shader" ],
[ "MAX_TESS_CONTROL_TEXTURE_IMAGE_UNITS", "CONTEXT_INT(Const.Program[MESA_SHADER_TESS_CTRL].MaxTextureImageUnits), extra_ARB_tessellation_shader" ],
[ "MAX_TESS_EVALUATION_TEXTURE_IMAGE_UNITS", "CONTEXT_INT(Const.Program[MESA_SHADER_TESS_EVAL].MaxTextureImageUnits), extra_ARB_tessellation_shader" ],
[ "MAX_TESS_CONTROL_OUTPUT_COMPONENTS", "CONTEXT_INT(Const.Program[MESA_SHADER_TESS_CTRL].MaxOutputComponents), extra_ARB_tessellation_shader" ],
[ "MAX_TESS_PATCH_COMPONENTS", "CONTEXT_INT(Const.MaxTessPatchComponents), extra_ARB_tessellation_shader" ],
[ "MAX_TESS_CONTROL_TOTAL_OUTPUT_COMPONENTS", "CONTEXT_INT(Const.MaxTessControlTotalOutputComponents), extra_ARB_tessellation_shader" ],
[ "MAX_TESS_EVALUATION_OUTPUT_COMPONENTS", "CONTEXT_INT(Const.Program[MESA_SHADER_TESS_EVAL].MaxOutputComponents), extra_ARB_tessellation_shader" ],
[ "MAX_TESS_CONTROL_INPUT_COMPONENTS", "CONTEXT_INT(Const.Program[MESA_SHADER_TESS_CTRL].MaxInputComponents), extra_ARB_tessellation_shader" ],
[ "MAX_TESS_EVALUATION_INPUT_COMPONENTS", "CONTEXT_INT(Const.Program[MESA_SHADER_TESS_EVAL].MaxInputComponents), extra_ARB_tessellation_shader" ],
[ "MAX_TESS_CONTROL_UNIFORM_BLOCKS", "CONTEXT_INT(Const.Program[MESA_SHADER_TESS_CTRL].MaxUniformBlocks), extra_ARB_tessellation_shader" ],
[ "MAX_TESS_EVALUATION_UNIFORM_BLOCKS", "CONTEXT_INT(Const.Program[MESA_SHADER_TESS_EVAL].MaxUniformBlocks), extra_ARB_tessellation_shader" ],
[ "MAX_COMBINED_TESS_CONTROL_UNIFORM_COMPONENTS", "CONTEXT_INT(Const.Program[MESA_SHADER_TESS_CTRL].MaxCombinedUniformComponents), extra_ARB_tessellation_shader" ],
[ "MAX_COMBINED_TESS_EVALUATION_UNIFORM_COMPONENTS", "CONTEXT_INT(Const.Program[MESA_SHADER_TESS_EVAL].MaxCombinedUniformComponents), extra_ARB_tessellation_shader" ],
# Dependencies on GL_ARB_tessellation_shader
[ "MAX_TESS_CONTROL_ATOMIC_COUNTER_BUFFERS", "CONTEXT_INT(Const.Program[MESA_SHADER_TESS_CTRL].MaxAtomicBuffers), extra_ARB_shader_atomic_counters_and_tessellation" ],
[ "MAX_TESS_CONTROL_ATOMIC_COUNTERS", "CONTEXT_INT(Const.Program[MESA_SHADER_TESS_CTRL].MaxAtomicCounters), extra_ARB_shader_atomic_counters_and_tessellation" ],
[ "MAX_TESS_EVALUATION_ATOMIC_COUNTER_BUFFERS", "CONTEXT_INT(Const.Program[MESA_SHADER_TESS_EVAL].MaxAtomicBuffers), extra_ARB_shader_atomic_counters_and_tessellation" ],
[ "MAX_TESS_EVALUATION_ATOMIC_COUNTERS", "CONTEXT_INT(Const.Program[MESA_SHADER_TESS_EVAL].MaxAtomicCounters), extra_ARB_shader_atomic_counters_and_tessellation" ],
[ "MAX_TESS_CONTROL_IMAGE_UNIFORMS", "CONTEXT_INT(Const.Program[MESA_SHADER_TESS_CTRL].MaxImageUniforms), extra_ARB_shader_image_load_store_and_tessellation"],
[ "MAX_TESS_EVALUATION_IMAGE_UNIFORMS", "CONTEXT_INT(Const.Program[MESA_SHADER_TESS_EVAL].MaxImageUniforms), extra_ARB_shader_image_load_store_and_tessellation"],
]}
]

View File

@ -517,6 +517,57 @@ check_gs_query(struct gl_context *ctx, const struct gl_shader_program *shProg)
}
/**
* Check if a tessellation control shader query is valid at this time.
* If not, report an error and return false.
*
* From GL 4.0 section 6.1.12 (Shader and Program Queries):
*
* "If TESS_CONTROL_OUTPUT_VERTICES is queried for a program which has
* not been linked successfully, or which does not contain objects to
* form a tessellation control shader, then an INVALID_OPERATION error is
* generated."
*/
static bool
check_tcs_query(struct gl_context *ctx, const struct gl_shader_program *shProg)
{
if (shProg->LinkStatus &&
shProg->_LinkedShaders[MESA_SHADER_TESS_CTRL] != NULL) {
return true;
}
_mesa_error(ctx, GL_INVALID_OPERATION,
"glGetProgramv(linked tessellation control shader required)");
return false;
}
/**
* Check if a tessellation evaluation shader query is valid at this time.
* If not, report an error and return false.
*
* From GL 4.0 section 6.1.12 (Shader and Program Queries):
*
* "If any of the pname values in this paragraph are queried for a program
* which has not been linked successfully, or which does not contain
* objects to form a tessellation evaluation shader, then an
* INVALID_OPERATION error is generated."
*
*/
static bool
check_tes_query(struct gl_context *ctx, const struct gl_shader_program *shProg)
{
if (shProg->LinkStatus &&
shProg->_LinkedShaders[MESA_SHADER_TESS_EVAL] != NULL) {
return true;
}
_mesa_error(ctx, GL_INVALID_OPERATION, "glGetProgramv(linked tessellation "
"evaluation shader required)");
return false;
}
/**
* glGetProgramiv() - get shader program state.
* Note that this is for GLSL shader programs, not ARB vertex/fragment
@ -540,6 +591,7 @@ get_programiv(struct gl_context *ctx, GLuint program, GLenum pname,
* and GL 3.2) are available in this context
*/
const bool has_core_gs = _mesa_has_geometry_shaders(ctx);
const bool has_tess = _mesa_has_tessellation(ctx);
/* Are uniform buffer objects available in this context?
*/
@ -718,6 +770,38 @@ get_programiv(struct gl_context *ctx, GLuint program, GLenum pname,
case GL_PROGRAM_SEPARABLE:
*params = shProg->SeparateShader;
return;
/* ARB_tessellation_shader */
case GL_TESS_CONTROL_OUTPUT_VERTICES:
if (!has_tess)
break;
if (check_tcs_query(ctx, shProg))
*params = shProg->TessCtrl.VerticesOut;
return;
case GL_TESS_GEN_MODE:
if (!has_tess)
break;
if (check_tes_query(ctx, shProg))
*params = shProg->TessEval.PrimitiveMode;
return;
case GL_TESS_GEN_SPACING:
if (!has_tess)
break;
if (check_tes_query(ctx, shProg))
*params = shProg->TessEval.Spacing;
return;
case GL_TESS_GEN_VERTEX_ORDER:
if (!has_tess)
break;
if (check_tes_query(ctx, shProg))
*params = shProg->TessEval.VertexOrder;
return;
case GL_TESS_GEN_POINT_MODE:
if (!has_tess)
break;
if (check_tes_query(ctx, shProg))
*params = shProg->TessEval.PointMode;
return;
default:
break;
}