glsl: create gl_program at the start of linking rather than the end

This will allow us to directly store metadata we want to retain in
gl_program this metadata is currently stored in gl_linked_shader and
will be lost if relinking fails even though the program will remain
in use and is still valid according to the spec.

"If a program object that is active for any shader stage is re-linked
unsuccessfully, the link status will be set to FALSE, but any existing
executables and associated state will remain part of the current
rendering state until a subsequent call to UseProgram,
UseProgramStages, or BindProgramPipeline removes them from use."

This change will also help avoid the double handing that happens in
_mesa_copy_linked_program_data().

Reviewed-by: Emil Velikov <emil.velikov@collabora.com>
This commit is contained in:
Timothy Arceri 2016-10-31 23:54:03 +11:00
parent 2b8f97d0ff
commit 9d96d3803a
5 changed files with 20 additions and 29 deletions

View File

@ -72,6 +72,7 @@
#include "ir.h"
#include "program.h"
#include "program/prog_instruction.h"
#include "program/program.h"
#include "util/set.h"
#include "util/string_to_uint_map.h"
#include "linker.h"
@ -2187,6 +2188,21 @@ link_intrastage_shaders(void *mem_ctx,
}
gl_linked_shader *linked = ctx->Driver.NewShader(shader_list[0]->Stage);
/* Create program and attach it to the linked shader */
struct gl_program *gl_prog =
ctx->Driver.NewProgram(ctx,
_mesa_shader_stage_to_program(shader_list[0]->Stage),
prog->Name);
if (!prog) {
prog->LinkStatus = false;
_mesa_delete_linked_shader(ctx, linked);
return NULL;
}
/* Don't use _mesa_reference_program() just take ownership */
linked->Program = gl_prog;
linked->ir = new(linked) exec_list;
clone_ir_list(mem_ctx, linked->ir, main->ir);

View File

@ -221,15 +221,7 @@ brw_link_shader(struct gl_context *ctx, struct gl_shader_program *shProg)
if (!shader)
continue;
struct gl_program *prog =
ctx->Driver.NewProgram(ctx, _mesa_shader_stage_to_program(stage),
0);
if (!prog)
return false;
/* Don't use _mesa_reference_program() just take ownership */
shader->Program = prog;
struct gl_program *prog = shader->Program;
prog->Parameters = _mesa_new_parameter_list();
process_glsl_ir(brw, shProg, shader);

View File

@ -2794,9 +2794,7 @@ get_mesa_program(struct gl_context *ctx,
validate_ir_tree(shader->ir);
prog = ctx->Driver.NewProgram(ctx, target, shader_program->Name);
if (!prog)
return NULL;
prog = shader->Program;
prog->Parameters = _mesa_new_parameter_list();
v.ctx = ctx;
v.prog = prog;
@ -2929,9 +2927,6 @@ get_mesa_program(struct gl_context *ctx,
prog->info.fs.depth_layout = shader_program->FragDepthLayout;
}
/* Don't use _mesa_reference_program() just take ownership */
shader->Program = prog;
if ((ctx->_Shader->Flags & GLSL_NO_OPT) == 0) {
_mesa_optimize_program(ctx, prog, prog);
}

View File

@ -367,16 +367,10 @@ st_nir_get_mesa_program(struct gl_context *ctx,
struct gl_linked_shader *shader)
{
struct gl_program *prog;
GLenum target = _mesa_shader_stage_to_program(shader->Stage);
validate_ir_tree(shader->ir);
prog = ctx->Driver.NewProgram(ctx, target, shader_program->Name);
if (!prog)
return NULL;
/* Don't use _mesa_reference_program() just take ownership */
shader->Program = prog;
prog = shader->Program;
prog->Parameters = _mesa_new_parameter_list();

View File

@ -6407,7 +6407,6 @@ get_mesa_program_tgsi(struct gl_context *ctx,
{
glsl_to_tgsi_visitor* v;
struct gl_program *prog;
GLenum target = _mesa_shader_stage_to_program(shader->Stage);
struct gl_shader_compiler_options *options =
&ctx->Const.ShaderCompilerOptions[shader->Stage];
struct pipe_screen *pscreen = ctx->st->pipe->screen;
@ -6415,12 +6414,7 @@ get_mesa_program_tgsi(struct gl_context *ctx,
validate_ir_tree(shader->ir);
prog = ctx->Driver.NewProgram(ctx, target, shader_program->Name);
if (!prog)
return NULL;
/* Don't use _mesa_reference_program() just take ownership */
shader->Program = prog;
prog = shader->Program;
prog->Parameters = _mesa_new_parameter_list();
v = new glsl_to_tgsi_visitor();