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1 /**************************************************************************
2  *
3  * Copyright 2003 VMware, Inc.
4  * All Rights Reserved.
5  *
6  * Permission is hereby granted, free of charge, to any person obtaining a
7  * copy of this software and associated documentation files (the
8  * "Software"), to deal in the Software without restriction, including
9  * without limitation the rights to use, copy, modify, merge, publish,
10  * distribute, sub license, and/or sell copies of the Software, and to
11  * permit persons to whom the Software is furnished to do so, subject to
12  * the following conditions:
13  *
14  * The above copyright notice and this permission notice (including the
15  * next paragraph) shall be included in all copies or substantial portions
16  * of the Software.
17  *
18  * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
19  * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
20  * MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT.
21  * IN NO EVENT SHALL VMWARE AND/OR ITS SUPPLIERS BE LIABLE FOR
22  * ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
23  * TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
24  * SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
25  *
26  **************************************************************************/
27 
28 
29 #include <stdio.h>
30 #include "main/glheader.h"
31 #include "main/context.h"
32 
33 #include "pipe/p_defines.h"
34 #include "st_context.h"
35 #include "st_atom.h"
36 #include "st_program.h"
37 #include "st_manager.h"
38 
39 typedef void (*update_func_t)(struct st_context *st);
40 
41 /* The list state update functions. */
42 static const update_func_t update_functions[] =
43 {
44 #define ST_STATE(FLAG, st_update) st_update,
45 #include "st_atom_list.h"
46 #undef ST_STATE
47 };
48 
49 
st_init_atoms(struct st_context * st)50 void st_init_atoms( struct st_context *st )
51 {
52    STATIC_ASSERT(ARRAY_SIZE(update_functions) <= 64);
53 }
54 
55 
st_destroy_atoms(struct st_context * st)56 void st_destroy_atoms( struct st_context *st )
57 {
58    /* no-op */
59 }
60 
61 
62 /* Too complex to figure out, just check every time:
63  */
check_program_state(struct st_context * st)64 static void check_program_state( struct st_context *st )
65 {
66    struct gl_context *ctx = st->ctx;
67    struct st_vertex_program *old_vp = st->vp;
68    struct st_common_program *old_tcp = st->tcp;
69    struct st_common_program *old_tep = st->tep;
70    struct st_common_program *old_gp = st->gp;
71    struct st_fragment_program *old_fp = st->fp;
72 
73    struct gl_program *new_vp = ctx->VertexProgram._Current;
74    struct gl_program *new_tcp = ctx->TessCtrlProgram._Current;
75    struct gl_program *new_tep = ctx->TessEvalProgram._Current;
76    struct gl_program *new_gp = ctx->GeometryProgram._Current;
77    struct gl_program *new_fp = ctx->FragmentProgram._Current;
78    uint64_t dirty = 0;
79    unsigned num_viewports = 1;
80 
81    /* Flag states used by both new and old shaders to unbind shader resources
82     * properly when transitioning to shaders that don't use them.
83     */
84    if (unlikely(new_vp != &old_vp->Base)) {
85       if (old_vp)
86          dirty |= old_vp->affected_states;
87       if (new_vp)
88          dirty |= ST_NEW_VERTEX_PROGRAM(st, st_vertex_program(new_vp));
89    }
90 
91    if (unlikely(new_tcp != &old_tcp->Base)) {
92       if (old_tcp)
93          dirty |= old_tcp->affected_states;
94       if (new_tcp)
95          dirty |= st_common_program(new_tcp)->affected_states;
96    }
97 
98    if (unlikely(new_tep != &old_tep->Base)) {
99       if (old_tep)
100          dirty |= old_tep->affected_states;
101       if (new_tep)
102          dirty |= st_common_program(new_tep)->affected_states;
103    }
104 
105    if (unlikely(new_gp != &old_gp->Base)) {
106       if (old_gp)
107          dirty |= old_gp->affected_states;
108       if (new_gp)
109          dirty |= st_common_program(new_gp)->affected_states;
110    }
111 
112    if (unlikely(new_fp != &old_fp->Base)) {
113       if (old_fp)
114          dirty |= old_fp->affected_states;
115       if (new_fp)
116          dirty |= st_fragment_program(new_fp)->affected_states;
117    }
118 
119    /* Find out the number of viewports. This determines how many scissors
120     * and viewport states we need to update.
121     */
122    struct gl_program *last_prim_shader = new_gp ? new_gp :
123                                          new_tep ? new_tep : new_vp;
124    if (last_prim_shader &&
125        last_prim_shader->info.outputs_written & VARYING_BIT_VIEWPORT)
126       num_viewports = ctx->Const.MaxViewports;
127 
128    if (st->state.num_viewports != num_viewports) {
129       st->state.num_viewports = num_viewports;
130       dirty |= ST_NEW_VIEWPORT;
131 
132       if (ctx->Scissor.EnableFlags & u_bit_consecutive(0, num_viewports))
133          dirty |= ST_NEW_SCISSOR;
134    }
135 
136    st->dirty |= dirty;
137 }
138 
check_attrib_edgeflag(struct st_context * st)139 static void check_attrib_edgeflag(struct st_context *st)
140 {
141    const struct gl_vertex_array **arrays = st->ctx->Array._DrawArrays;
142    GLboolean vertdata_edgeflags, edgeflag_culls_prims, edgeflags_enabled;
143    struct gl_program *vp = st->ctx->VertexProgram._Current;
144 
145    if (!arrays)
146       return;
147 
148    edgeflags_enabled = st->ctx->Polygon.FrontMode != GL_FILL ||
149                        st->ctx->Polygon.BackMode != GL_FILL;
150 
151    vertdata_edgeflags = edgeflags_enabled &&
152                         arrays[VERT_ATTRIB_EDGEFLAG]->StrideB != 0;
153    if (vertdata_edgeflags != st->vertdata_edgeflags) {
154       st->vertdata_edgeflags = vertdata_edgeflags;
155       if (vp)
156          st->dirty |= ST_NEW_VERTEX_PROGRAM(st, st_vertex_program(vp));
157    }
158 
159    edgeflag_culls_prims = edgeflags_enabled && !vertdata_edgeflags &&
160                           !st->ctx->Current.Attrib[VERT_ATTRIB_EDGEFLAG][0];
161    if (edgeflag_culls_prims != st->edgeflag_culls_prims) {
162       st->edgeflag_culls_prims = edgeflag_culls_prims;
163       st->dirty |= ST_NEW_RASTERIZER;
164    }
165 }
166 
167 
168 /***********************************************************************
169  * Update all derived state:
170  */
171 
st_validate_state(struct st_context * st,enum st_pipeline pipeline)172 void st_validate_state( struct st_context *st, enum st_pipeline pipeline )
173 {
174    struct gl_context *ctx = st->ctx;
175    uint64_t dirty, pipeline_mask;
176    uint32_t dirty_lo, dirty_hi;
177 
178    /* Get Mesa driver state.
179     *
180     * Inactive states are shader states not used by shaders at the moment.
181     */
182    st->dirty |= ctx->NewDriverState & st->active_states & ST_ALL_STATES_MASK;
183    ctx->NewDriverState = 0;
184 
185    /* Get pipeline state. */
186    switch (pipeline) {
187    case ST_PIPELINE_RENDER:
188       if (st->ctx->API == API_OPENGL_COMPAT)
189          check_attrib_edgeflag(st);
190 
191       if (st->gfx_shaders_may_be_dirty) {
192          check_program_state(st);
193          st->gfx_shaders_may_be_dirty = false;
194       }
195 
196       st_manager_validate_framebuffers(st);
197 
198       pipeline_mask = ST_PIPELINE_RENDER_STATE_MASK;
199       break;
200 
201    case ST_PIPELINE_CLEAR:
202       st_manager_validate_framebuffers(st);
203       pipeline_mask = ST_PIPELINE_CLEAR_STATE_MASK;
204       break;
205 
206    case ST_PIPELINE_UPDATE_FRAMEBUFFER:
207       st_manager_validate_framebuffers(st);
208       pipeline_mask = ST_PIPELINE_UPDATE_FB_STATE_MASK;
209       break;
210 
211    case ST_PIPELINE_COMPUTE: {
212       struct st_compute_program *old_cp = st->cp;
213       struct gl_program *new_cp = ctx->ComputeProgram._Current;
214 
215       if (new_cp != &old_cp->Base) {
216          if (old_cp)
217             st->dirty |= old_cp->affected_states;
218          assert(new_cp);
219          st->dirty |= st_compute_program(new_cp)->affected_states;
220       }
221 
222       st->compute_shader_may_be_dirty = false;
223 
224       /*
225        * We add the ST_NEW_FB_STATE bit here as well, because glBindFramebuffer
226        * acts as a barrier that breaks feedback loops between the framebuffer
227        * and textures bound to the framebuffer, even when those textures are
228        * accessed by compute shaders; so we must inform the driver of new
229        * framebuffer state.
230        */
231       pipeline_mask = ST_PIPELINE_COMPUTE_STATE_MASK | ST_NEW_FB_STATE;
232       break;
233    }
234 
235    default:
236       unreachable("Invalid pipeline specified");
237    }
238 
239    dirty = st->dirty & pipeline_mask;
240    if (!dirty)
241       return;
242 
243    dirty_lo = dirty;
244    dirty_hi = dirty >> 32;
245 
246    /* Update states.
247     *
248     * Don't use u_bit_scan64, it may be slower on 32-bit.
249     */
250    while (dirty_lo)
251       update_functions[u_bit_scan(&dirty_lo)](st);
252    while (dirty_hi)
253       update_functions[32 + u_bit_scan(&dirty_hi)](st);
254 
255    /* Clear the render or compute state bits. */
256    st->dirty &= ~pipeline_mask;
257 }
258