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authorTimothy Arceri <timothy.arceri@collabora.com>2017-01-09 16:13:27 +1100
committerTimothy Arceri <timothy.arceri@collabora.com>2017-01-19 15:55:02 +1100
commit3fe8d04a6d69fad98228be647ba9b250ea0e3a8b (patch)
tree01c058d0d19512c1bca81ec1e9116df269d4baf8
parentaad93402c00ae90274d7abdbb64960d9ae40a0ce (diff)
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>
-rw-r--r--src/mesa/main/shaderapi.c23
1 files changed, 22 insertions, 1 deletions
diff --git a/src/mesa/main/shaderapi.c b/src/mesa/main/shaderapi.c
index 4ee71dcdcb..00577dc359 100644
--- a/src/mesa/main/shaderapi.c
+++ b/src/mesa/main/shaderapi.c
@@ -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) {