On Tue, Jan 3, 2017 at 11:14 PM, Timothy Arceri <timothy.arc...@collabora.com> wrote: > On Tue, 2017-01-03 at 22:41 +0100, Marek Olšák wrote: >> On Tue, Jan 3, 2017 at 10:14 PM, Timothy Arceri >> <timothy.arc...@collabora.com> wrote: >> > On Tue, 2017-01-03 at 22:07 +0100, Marek Olšák wrote: >> > > On Tue, Jan 3, 2017 at 9:57 PM, Timothy Arceri >> > > <timothy.arc...@collabora.com> wrote: >> > > > On Tue, 2017-01-03 at 20:47 +0100, Marek Olšák wrote: >> > > > > On Tue, Jan 3, 2017 at 3:43 AM, Timothy Arceri >> > > > > <timothy.arc...@collabora.com> wrote: >> > > > > > 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 following patch we will use it to update the >> > > > > > CurrentProgram >> > > > > > array. >> > > > > > --- >> > > > > > src/mesa/main/shaderapi.c | 22 +++++++++++++++++++++- >> > > > > > 1 file changed, 21 insertions(+), 1 deletion(-) >> > > > > > >> > > > > > diff --git a/src/mesa/main/shaderapi.c >> > > > > > b/src/mesa/main/shaderapi.c >> > > > > > index 022afab..6c03dcb 100644 >> > > > > > --- a/src/mesa/main/shaderapi.c >> > > > > > +++ b/src/mesa/main/shaderapi.c >> > > > > > @@ -1083,10 +1083,30 @@ _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; >> > > > > > + } >> > > > > > + } >> > > > > > >> > > > > > _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) { >> > > > > > + FLUSH_VERTICES(ctx, _NEW_PROGRAM); >> > > > > > + } >> > > > > >> > > > > This doesn't seem correct. If the context has unflushed >> > > > > vertices, >> > > > > calling FLUSH_VERTICES after linking will use the new linked >> > > > > program >> > > > > instead of the previous program for which the vertices were >> > > > > submitted. >> > > > >> > > > Your probably right but this doesn't make anything worse than >> > > > it >> > > > already is right? >> > > > >> > > > Before this change we where always calling FLUSH_VERTICES(ctx, >> > > > _NEW_PROGRAM); >> > > >> > > The useless flagging is a different issue. >> > > >> > > FLUSH_VERTICES should be called before a state change, because it >> > > flushes draw calls that the driver hasn't even seen yet. After >> > > the >> > > driver processes those draw calls, _NEW_PROGRAM is set. That's >> > > how it >> > > works. >> > > >> > > If you instead change a state and then call FLUSH_VERTICES, the >> > > previous unflushed draw calls will use the new state, which is >> > > incorrect. >> > >> > But the state doesn't change just from linking does it? The new >> > programs won't be made current until glUseProgram() is called. >> >> The GL state changes if the program is current and re-linked. (not >> sure if all of the internal Mesa state changes too) > > Right but this patch only changes things so that FLUSH_VERTICES is not > called when the program is *not* current.
That idea is OK. The problem is the patch also moves FLUSH_VERTICES after the _mesa_glsl_link_shader call, which breaks the behavior if the program *is* current. Consider this: glUseProgram(); glBegin(); glVertex(); glEnd(); // the vbo module doesn't create a draw call in glEnd; instead, it waits // for another glBegin call and the driver doesn't see any draw calls yet. glDetachShader(); glAttachShader(); glLinkProgram() { _mesa_glsl_link_shader(); // this replaces the current program FLUSH_VERTICES(); // this finally creates the draw call from Begin/End, // but with the new program } The correct sequence is: glLinkProgram() { FLUSH_VERTICES(); // create the draw call from Begin/End _mesa_glsl_link_shader(); // replace the current program } Marek _______________________________________________ mesa-dev mailing list mesa-dev@lists.freedesktop.org https://lists.freedesktop.org/mailman/listinfo/mesa-dev