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