mesa: Only validate shaders that can exist in the context

On Bay Trail-D using Fedora 20 compile flags (-m64 -O2 -mtune=generic
for 64-bit and -m32 -march=i686 -mtune=atom for 32-bit), affects
Gl32Batch7:

32-bit: Difference at 95.0% confidence 0.495267% +/- 0.202063% (n=40)
64-bit: Difference at 95.0% confidence 3.57576% +/- 0.288175% (n=40)

Signed-off-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
This commit is contained in:
Ian Romanick 2014-11-11 12:31:22 +00:00 committed by Kenneth Graunke
parent 14aadbe827
commit d6c6b186cf
1 changed files with 51 additions and 31 deletions

View File

@ -1912,48 +1912,68 @@ shader_linked_or_absent(struct gl_context *ctx,
GLboolean
_mesa_valid_to_render(struct gl_context *ctx, const char *where)
{
bool from_glsl_shader[MESA_SHADER_COMPUTE] = { false };
unsigned i;
/* This depends on having up to date derived state (shaders) */
if (ctx->NewState)
_mesa_update_state(ctx);
for (i = 0; i < MESA_SHADER_COMPUTE; i++) {
if (!shader_linked_or_absent(ctx, ctx->_Shader->CurrentProgram[i],
&from_glsl_shader[i], where))
return GL_FALSE;
}
if (ctx->API == API_OPENGL_CORE || ctx->API == API_OPENGLES2) {
bool from_glsl_shader[MESA_SHADER_COMPUTE] = { false };
/* Any shader stages that are not supplied by the GLSL shader and have
* assembly shaders enabled must now be validated.
*/
if (!from_glsl_shader[MESA_SHADER_VERTEX]
&& ctx->VertexProgram.Enabled && !ctx->VertexProgram._Enabled) {
_mesa_error(ctx, GL_INVALID_OPERATION,
"%s(vertex program not valid)", where);
return GL_FALSE;
}
/* FINISHME: If GL_NV_geometry_program4 is ever supported, the current
* FINISHME: geometry program should validated here.
*/
(void) from_glsl_shader[MESA_SHADER_GEOMETRY];
if (!from_glsl_shader[MESA_SHADER_FRAGMENT]) {
if (ctx->FragmentProgram.Enabled && !ctx->FragmentProgram._Enabled) {
_mesa_error(ctx, GL_INVALID_OPERATION,
"%s(fragment program not valid)", where);
return GL_FALSE;
for (i = 0; i < MESA_SHADER_COMPUTE; i++) {
if (!shader_linked_or_absent(ctx, ctx->_Shader->CurrentProgram[i],
&from_glsl_shader[i], where))
return GL_FALSE;
}
/* If drawing to integer-valued color buffers, there must be an
* active fragment shader (GL_EXT_texture_integer).
/* In OpenGL Core Profile and OpenGL ES 2.0 / 3.0, there are no assembly
* shaders. Don't check state related to those.
*/
if (ctx->DrawBuffer && ctx->DrawBuffer->_IntegerColor) {
_mesa_error(ctx, GL_INVALID_OPERATION,
"%s(integer format but no fragment shader)", where);
} else {
bool has_vertex_shader = false;
bool has_fragment_shader = false;
/* In OpenGL Compatibility Profile, there is only vertex shader and
* fragment shader. We take this path also for API_OPENGLES because
* optimizing that path would make the other (more common) paths
* slightly slower.
*/
if (!shader_linked_or_absent(ctx,
ctx->_Shader->CurrentProgram[MESA_SHADER_VERTEX],
&has_vertex_shader, where))
return GL_FALSE;
if (!shader_linked_or_absent(ctx,
ctx->_Shader->CurrentProgram[MESA_SHADER_FRAGMENT],
&has_fragment_shader, where))
return GL_FALSE;
/* Any shader stages that are not supplied by the GLSL shader and have
* assembly shaders enabled must now be validated.
*/
if (!has_vertex_shader
&& ctx->VertexProgram.Enabled && !ctx->VertexProgram._Enabled) {
_mesa_error(ctx, GL_INVALID_OPERATION,
"%s(vertex program not valid)", where);
return GL_FALSE;
}
if (!has_fragment_shader) {
if (ctx->FragmentProgram.Enabled && !ctx->FragmentProgram._Enabled) {
_mesa_error(ctx, GL_INVALID_OPERATION,
"%s(fragment program not valid)", where);
return GL_FALSE;
}
/* If drawing to integer-valued color buffers, there must be an
* active fragment shader (GL_EXT_texture_integer).
*/
if (ctx->DrawBuffer && ctx->DrawBuffer->_IntegerColor) {
_mesa_error(ctx, GL_INVALID_OPERATION,
"%s(integer format but no fragment shader)", where);
return GL_FALSE;
}
}
}