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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/arrayobj.h"
31 #include "main/glheader.h"
32 #include "main/context.h"
33 
34 #include "pipe/p_defines.h"
35 #include "st_context.h"
36 #include "st_atom.h"
37 #include "st_program.h"
38 #include "st_manager.h"
39 #include "st_util.h"
40 
41 
42 typedef void (*update_func_t)(struct st_context *st);
43 
44 /* The list state update functions. */
45 static const update_func_t update_functions[] =
46 {
47 #define ST_STATE(FLAG, st_update) st_update,
48 #include "st_atom_list.h"
49 #undef ST_STATE
50 };
51 
52 
st_init_atoms(struct st_context * st)53 void st_init_atoms( struct st_context *st )
54 {
55    STATIC_ASSERT(ARRAY_SIZE(update_functions) <= 64);
56 }
57 
58 
st_destroy_atoms(struct st_context * st)59 void st_destroy_atoms( struct st_context *st )
60 {
61    /* no-op */
62 }
63 
64 
65 /* Too complex to figure out, just check every time:
66  */
check_program_state(struct st_context * st)67 static void check_program_state( struct st_context *st )
68 {
69    struct gl_context *ctx = st->ctx;
70    struct st_program *old_vp = st->vp;
71    struct st_program *old_tcp = st->tcp;
72    struct st_program *old_tep = st->tep;
73    struct st_program *old_gp = st->gp;
74    struct st_program *old_fp = st->fp;
75 
76    struct gl_program *new_vp = ctx->VertexProgram._Current;
77    struct gl_program *new_tcp = ctx->TessCtrlProgram._Current;
78    struct gl_program *new_tep = ctx->TessEvalProgram._Current;
79    struct gl_program *new_gp = ctx->GeometryProgram._Current;
80    struct gl_program *new_fp = ctx->FragmentProgram._Current;
81    uint64_t dirty = 0;
82    unsigned num_viewports = 1;
83 
84    /* Flag states used by both new and old shaders to unbind shader resources
85     * properly when transitioning to shaders that don't use them.
86     */
87    if (unlikely(new_vp != (old_vp ? &old_vp->Base : NULL))) {
88       if (old_vp)
89          dirty |= old_vp->affected_states;
90       if (new_vp)
91          dirty |= ST_NEW_VERTEX_PROGRAM(st, st_program(new_vp));
92    }
93 
94    if (unlikely(new_tcp != &old_tcp->Base)) {
95       if (old_tcp)
96          dirty |= old_tcp->affected_states;
97       if (new_tcp)
98          dirty |= st_program(new_tcp)->affected_states;
99    }
100 
101    if (unlikely(new_tep != &old_tep->Base)) {
102       if (old_tep)
103          dirty |= old_tep->affected_states;
104       if (new_tep)
105          dirty |= st_program(new_tep)->affected_states;
106    }
107 
108    if (unlikely(new_gp != &old_gp->Base)) {
109       if (old_gp)
110          dirty |= old_gp->affected_states;
111       if (new_gp)
112          dirty |= st_program(new_gp)->affected_states;
113    }
114 
115    if (unlikely(new_fp != &old_fp->Base)) {
116       if (old_fp)
117          dirty |= old_fp->affected_states;
118       if (new_fp)
119          dirty |= st_program(new_fp)->affected_states;
120    }
121 
122    /* Find out the number of viewports. This determines how many scissors
123     * and viewport states we need to update.
124     */
125    struct gl_program *last_prim_shader = new_gp ? new_gp :
126                                          new_tep ? new_tep : new_vp;
127    if (last_prim_shader &&
128        last_prim_shader->info.outputs_written & (
129              VARYING_BIT_VIEWPORT | VARYING_BIT_VIEWPORT_MASK))
130       num_viewports = ctx->Const.MaxViewports;
131 
132    if (st->state.num_viewports != num_viewports) {
133       st->state.num_viewports = num_viewports;
134       dirty |= ST_NEW_VIEWPORT;
135 
136       if (ctx->Scissor.EnableFlags & u_bit_consecutive(0, num_viewports))
137          dirty |= ST_NEW_SCISSOR;
138    }
139 
140    st->dirty |= dirty;
141 }
142 
check_attrib_edgeflag(struct st_context * st)143 static void check_attrib_edgeflag(struct st_context *st)
144 {
145    GLboolean vertdata_edgeflags, edgeflag_culls_prims, edgeflags_enabled;
146    struct gl_program *vp = st->ctx->VertexProgram._Current;
147 
148    edgeflags_enabled = st->ctx->Polygon.FrontMode != GL_FILL ||
149                        st->ctx->Polygon.BackMode != GL_FILL;
150 
151    vertdata_edgeflags = edgeflags_enabled &&
152       _mesa_draw_edge_flag_array_enabled(st->ctx);
153 
154    if (vertdata_edgeflags != st->vertdata_edgeflags) {
155       st->vertdata_edgeflags = vertdata_edgeflags;
156       if (vp)
157          st->dirty |= ST_NEW_VERTEX_PROGRAM(st, st_program(vp));
158    }
159 
160    edgeflag_culls_prims = edgeflags_enabled && !vertdata_edgeflags &&
161                           !st->ctx->Current.Attrib[VERT_ATTRIB_EDGEFLAG][0];
162    if (edgeflag_culls_prims != st->edgeflag_culls_prims) {
163       st->edgeflag_culls_prims = edgeflag_culls_prims;
164       st->dirty |= ST_NEW_RASTERIZER;
165    }
166 }
167 
168 
169 /***********************************************************************
170  * Update all derived state:
171  */
172 
st_validate_state(struct st_context * st,enum st_pipeline pipeline)173 void st_validate_state( struct st_context *st, enum st_pipeline pipeline )
174 {
175    struct gl_context *ctx = st->ctx;
176    uint64_t dirty, pipeline_mask;
177    uint32_t dirty_lo, dirty_hi;
178 
179    /* Get Mesa driver state.
180     *
181     * Inactive states are shader states not used by shaders at the moment.
182     */
183    st->dirty |= ctx->NewDriverState & st->active_states & ST_ALL_STATES_MASK;
184    ctx->NewDriverState &= ~st->dirty;
185 
186    /* Get pipeline state. */
187    switch (pipeline) {
188    case ST_PIPELINE_RENDER:
189       if (st->ctx->API == API_OPENGL_COMPAT)
190          check_attrib_edgeflag(st);
191 
192       if (st->gfx_shaders_may_be_dirty) {
193          check_program_state(st);
194          st->gfx_shaders_may_be_dirty = false;
195       }
196 
197       st_manager_validate_framebuffers(st);
198 
199       pipeline_mask = ST_PIPELINE_RENDER_STATE_MASK;
200       break;
201 
202    case ST_PIPELINE_CLEAR:
203       st_manager_validate_framebuffers(st);
204       pipeline_mask = ST_PIPELINE_CLEAR_STATE_MASK;
205       break;
206 
207    case ST_PIPELINE_META:
208       if (st->gfx_shaders_may_be_dirty) {
209          check_program_state(st);
210          st->gfx_shaders_may_be_dirty = false;
211       }
212 
213       st_manager_validate_framebuffers(st);
214       pipeline_mask = ST_PIPELINE_META_STATE_MASK;
215       break;
216 
217    case ST_PIPELINE_UPDATE_FRAMEBUFFER:
218       st_manager_validate_framebuffers(st);
219       pipeline_mask = ST_PIPELINE_UPDATE_FB_STATE_MASK;
220       break;
221 
222    case ST_PIPELINE_COMPUTE: {
223       struct st_program *old_cp = st->cp;
224       struct gl_program *new_cp = ctx->ComputeProgram._Current;
225 
226       if (new_cp != &old_cp->Base) {
227          if (old_cp)
228             st->dirty |= old_cp->affected_states;
229          assert(new_cp);
230          st->dirty |= st_program(new_cp)->affected_states;
231       }
232 
233       st->compute_shader_may_be_dirty = false;
234 
235       /*
236        * We add the ST_NEW_FB_STATE bit here as well, because glBindFramebuffer
237        * acts as a barrier that breaks feedback loops between the framebuffer
238        * and textures bound to the framebuffer, even when those textures are
239        * accessed by compute shaders; so we must inform the driver of new
240        * framebuffer state.
241        */
242       pipeline_mask = ST_PIPELINE_COMPUTE_STATE_MASK | ST_NEW_FB_STATE;
243       break;
244    }
245 
246    default:
247       unreachable("Invalid pipeline specified");
248    }
249 
250    dirty = st->dirty & pipeline_mask;
251    if (!dirty)
252       return;
253 
254    dirty_lo = dirty;
255    dirty_hi = dirty >> 32;
256 
257    /* Update states.
258     *
259     * Don't use u_bit_scan64, it may be slower on 32-bit.
260     */
261    while (dirty_lo)
262       update_functions[u_bit_scan(&dirty_lo)](st);
263    while (dirty_hi)
264       update_functions[32 + u_bit_scan(&dirty_hi)](st);
265 
266    /* Clear the render or compute state bits. */
267    st->dirty &= ~pipeline_mask;
268 }
269