/************************************************************************** * * Copyright 2003 VMware, Inc. * All Rights Reserved. * * Permission is hereby granted, free of charge, to any person obtaining a * copy of this software and associated documentation files (the * "Software"), to deal in the Software without restriction, including * without limitation the rights to use, copy, modify, merge, publish, * distribute, sub license, and/or sell copies of the Software, and to * permit persons to whom the Software is furnished to do so, subject to * the following conditions: * * The above copyright notice and this permission notice (including the * next paragraph) shall be included in all copies or substantial portions * of the Software. * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF * MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT. * IN NO EVENT SHALL VMWARE AND/OR ITS SUPPLIERS BE LIABLE FOR * ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, * TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE * SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. * **************************************************************************/ #include #include "main/glheader.h" #include "main/context.h" #include "pipe/p_defines.h" #include "st_context.h" #include "st_atom.h" #include "st_program.h" #include "st_manager.h" typedef void (*update_func_t)(struct st_context *st); /* The list state update functions. */ static const update_func_t update_functions[] = { #define ST_STATE(FLAG, st_update) st_update, #include "st_atom_list.h" #undef ST_STATE }; void st_init_atoms( struct st_context *st ) { STATIC_ASSERT(ARRAY_SIZE(update_functions) <= 64); } void st_destroy_atoms( struct st_context *st ) { /* no-op */ } /* Too complex to figure out, just check every time: */ static void check_program_state( struct st_context *st ) { struct gl_context *ctx = st->ctx; struct st_vertex_program *old_vp = st->vp; struct st_common_program *old_tcp = st->tcp; struct st_common_program *old_tep = st->tep; struct st_common_program *old_gp = st->gp; struct st_fragment_program *old_fp = st->fp; struct gl_program *new_vp = ctx->VertexProgram._Current; struct gl_program *new_tcp = ctx->TessCtrlProgram._Current; struct gl_program *new_tep = ctx->TessEvalProgram._Current; struct gl_program *new_gp = ctx->GeometryProgram._Current; struct gl_program *new_fp = ctx->FragmentProgram._Current; uint64_t dirty = 0; unsigned num_viewports = 1; /* Flag states used by both new and old shaders to unbind shader resources * properly when transitioning to shaders that don't use them. */ if (unlikely(new_vp != &old_vp->Base)) { if (old_vp) dirty |= old_vp->affected_states; if (new_vp) dirty |= ST_NEW_VERTEX_PROGRAM(st, st_vertex_program(new_vp)); } if (unlikely(new_tcp != &old_tcp->Base)) { if (old_tcp) dirty |= old_tcp->affected_states; if (new_tcp) dirty |= st_common_program(new_tcp)->affected_states; } if (unlikely(new_tep != &old_tep->Base)) { if (old_tep) dirty |= old_tep->affected_states; if (new_tep) dirty |= st_common_program(new_tep)->affected_states; } if (unlikely(new_gp != &old_gp->Base)) { if (old_gp) dirty |= old_gp->affected_states; if (new_gp) dirty |= st_common_program(new_gp)->affected_states; } if (unlikely(new_fp != &old_fp->Base)) { if (old_fp) dirty |= old_fp->affected_states; if (new_fp) dirty |= st_fragment_program(new_fp)->affected_states; } /* Find out the number of viewports. This determines how many scissors * and viewport states we need to update. */ struct gl_program *last_prim_shader = new_gp ? new_gp : new_tep ? new_tep : new_vp; if (last_prim_shader && last_prim_shader->info.outputs_written & VARYING_BIT_VIEWPORT) num_viewports = ctx->Const.MaxViewports; if (st->state.num_viewports != num_viewports) { st->state.num_viewports = num_viewports; dirty |= ST_NEW_VIEWPORT; if (ctx->Scissor.EnableFlags & u_bit_consecutive(0, num_viewports)) dirty |= ST_NEW_SCISSOR; } st->dirty |= dirty; } static void check_attrib_edgeflag(struct st_context *st) { const struct gl_vertex_array **arrays = st->ctx->Array._DrawArrays; GLboolean vertdata_edgeflags, edgeflag_culls_prims, edgeflags_enabled; struct gl_program *vp = st->ctx->VertexProgram._Current; if (!arrays) return; edgeflags_enabled = st->ctx->Polygon.FrontMode != GL_FILL || st->ctx->Polygon.BackMode != GL_FILL; vertdata_edgeflags = edgeflags_enabled && arrays[VERT_ATTRIB_EDGEFLAG]->StrideB != 0; if (vertdata_edgeflags != st->vertdata_edgeflags) { st->vertdata_edgeflags = vertdata_edgeflags; if (vp) st->dirty |= ST_NEW_VERTEX_PROGRAM(st, st_vertex_program(vp)); } edgeflag_culls_prims = edgeflags_enabled && !vertdata_edgeflags && !st->ctx->Current.Attrib[VERT_ATTRIB_EDGEFLAG][0]; if (edgeflag_culls_prims != st->edgeflag_culls_prims) { st->edgeflag_culls_prims = edgeflag_culls_prims; st->dirty |= ST_NEW_RASTERIZER; } } /*********************************************************************** * Update all derived state: */ void st_validate_state( struct st_context *st, enum st_pipeline pipeline ) { struct gl_context *ctx = st->ctx; uint64_t dirty, pipeline_mask; uint32_t dirty_lo, dirty_hi; /* Get Mesa driver state. * * Inactive states are shader states not used by shaders at the moment. */ st->dirty |= ctx->NewDriverState & st->active_states & ST_ALL_STATES_MASK; ctx->NewDriverState = 0; /* Get pipeline state. */ switch (pipeline) { case ST_PIPELINE_RENDER: if (st->ctx->API == API_OPENGL_COMPAT) check_attrib_edgeflag(st); if (st->gfx_shaders_may_be_dirty) { check_program_state(st); st->gfx_shaders_may_be_dirty = false; } st_manager_validate_framebuffers(st); pipeline_mask = ST_PIPELINE_RENDER_STATE_MASK; break; case ST_PIPELINE_CLEAR: st_manager_validate_framebuffers(st); pipeline_mask = ST_PIPELINE_CLEAR_STATE_MASK; break; case ST_PIPELINE_UPDATE_FRAMEBUFFER: st_manager_validate_framebuffers(st); pipeline_mask = ST_PIPELINE_UPDATE_FB_STATE_MASK; break; case ST_PIPELINE_COMPUTE: { struct st_compute_program *old_cp = st->cp; struct gl_program *new_cp = ctx->ComputeProgram._Current; if (new_cp != &old_cp->Base) { if (old_cp) st->dirty |= old_cp->affected_states; assert(new_cp); st->dirty |= st_compute_program(new_cp)->affected_states; } st->compute_shader_may_be_dirty = false; /* * We add the ST_NEW_FB_STATE bit here as well, because glBindFramebuffer * acts as a barrier that breaks feedback loops between the framebuffer * and textures bound to the framebuffer, even when those textures are * accessed by compute shaders; so we must inform the driver of new * framebuffer state. */ pipeline_mask = ST_PIPELINE_COMPUTE_STATE_MASK | ST_NEW_FB_STATE; break; } default: unreachable("Invalid pipeline specified"); } dirty = st->dirty & pipeline_mask; if (!dirty) return; dirty_lo = dirty; dirty_hi = dirty >> 32; /* Update states. * * Don't use u_bit_scan64, it may be slower on 32-bit. */ while (dirty_lo) update_functions[u_bit_scan(&dirty_lo)](st); while (dirty_hi) update_functions[32 + u_bit_scan(&dirty_hi)](st); /* Clear the render or compute state bits. */ st->dirty &= ~pipeline_mask; }