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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 
40 /* The list state update functions. */
41 static const struct st_tracked_state *atoms[] =
42 {
43 #define ST_STATE(FLAG, st_update) &st_update,
44 #include "st_atom_list.h"
45 #undef ST_STATE
46 };
47 
48 
st_init_atoms(struct st_context * st)49 void st_init_atoms( struct st_context *st )
50 {
51    STATIC_ASSERT(ARRAY_SIZE(atoms) <= 64);
52 }
53 
54 
st_destroy_atoms(struct st_context * st)55 void st_destroy_atoms( struct st_context *st )
56 {
57    /* no-op */
58 }
59 
60 
61 /* Too complex to figure out, just check every time:
62  */
check_program_state(struct st_context * st)63 static void check_program_state( struct st_context *st )
64 {
65    struct gl_context *ctx = st->ctx;
66    struct st_vertex_program *old_vp = st->vp;
67    struct st_tessctrl_program *old_tcp = st->tcp;
68    struct st_tesseval_program *old_tep = st->tep;
69    struct st_geometry_program *old_gp = st->gp;
70    struct st_fragment_program *old_fp = st->fp;
71 
72    struct gl_program *new_vp = ctx->VertexProgram._Current;
73    struct gl_program *new_tcp = ctx->TessCtrlProgram._Current;
74    struct gl_program *new_tep = ctx->TessEvalProgram._Current;
75    struct gl_program *new_gp = ctx->GeometryProgram._Current;
76    struct gl_program *new_fp = ctx->FragmentProgram._Current;
77    uint64_t dirty = 0;
78 
79    /* Flag states used by both new and old shaders to unbind shader resources
80     * properly when transitioning to shaders that don't use them.
81     */
82    if (unlikely(new_vp != &old_vp->Base)) {
83       if (old_vp)
84          dirty |= old_vp->affected_states;
85       if (new_vp)
86          dirty |= ST_NEW_VERTEX_PROGRAM(st, st_vertex_program(new_vp));
87    }
88 
89    if (unlikely(new_tcp != &old_tcp->Base)) {
90       if (old_tcp)
91          dirty |= old_tcp->affected_states;
92       if (new_tcp)
93          dirty |= st_tessctrl_program(new_tcp)->affected_states;
94    }
95 
96    if (unlikely(new_tep != &old_tep->Base)) {
97       if (old_tep)
98          dirty |= old_tep->affected_states;
99       if (new_tep)
100          dirty |= st_tesseval_program(new_tep)->affected_states;
101    }
102 
103    if (unlikely(new_gp != &old_gp->Base)) {
104       if (old_gp)
105          dirty |= old_gp->affected_states;
106       if (new_gp)
107          dirty |= st_geometry_program(new_gp)->affected_states;
108    }
109 
110    if (unlikely(new_fp != &old_fp->Base)) {
111       if (old_fp)
112          dirty |= old_fp->affected_states;
113       if (new_fp)
114          dirty |= st_fragment_program(new_fp)->affected_states;
115    }
116 
117    st->dirty |= dirty;
118    st->gfx_shaders_may_be_dirty = false;
119 }
120 
check_attrib_edgeflag(struct st_context * st)121 static void check_attrib_edgeflag(struct st_context *st)
122 {
123    const struct gl_vertex_array **arrays = st->ctx->Array._DrawArrays;
124    GLboolean vertdata_edgeflags, edgeflag_culls_prims, edgeflags_enabled;
125    struct gl_program *vp = st->ctx->VertexProgram._Current;
126 
127    if (!arrays)
128       return;
129 
130    edgeflags_enabled = st->ctx->Polygon.FrontMode != GL_FILL ||
131                        st->ctx->Polygon.BackMode != GL_FILL;
132 
133    vertdata_edgeflags = edgeflags_enabled &&
134                         arrays[VERT_ATTRIB_EDGEFLAG]->StrideB != 0;
135    if (vertdata_edgeflags != st->vertdata_edgeflags) {
136       st->vertdata_edgeflags = vertdata_edgeflags;
137       if (vp)
138          st->dirty |= ST_NEW_VERTEX_PROGRAM(st, st_vertex_program(vp));
139    }
140 
141    edgeflag_culls_prims = edgeflags_enabled && !vertdata_edgeflags &&
142                           !st->ctx->Current.Attrib[VERT_ATTRIB_EDGEFLAG][0];
143    if (edgeflag_culls_prims != st->edgeflag_culls_prims) {
144       st->edgeflag_culls_prims = edgeflag_culls_prims;
145       st->dirty |= ST_NEW_RASTERIZER;
146    }
147 }
148 
149 
150 /***********************************************************************
151  * Update all derived state:
152  */
153 
st_validate_state(struct st_context * st,enum st_pipeline pipeline)154 void st_validate_state( struct st_context *st, enum st_pipeline pipeline )
155 {
156    struct gl_context *ctx = st->ctx;
157    uint64_t dirty, pipeline_mask;
158    uint32_t dirty_lo, dirty_hi;
159 
160    /* Get Mesa driver state.
161     *
162     * Inactive states are shader states not used by shaders at the moment.
163     */
164    st->dirty |= ctx->NewDriverState & st->active_states & ST_ALL_STATES_MASK;
165    ctx->NewDriverState = 0;
166 
167    /* Get pipeline state. */
168    switch (pipeline) {
169    case ST_PIPELINE_RENDER:
170       if (st->ctx->API == API_OPENGL_COMPAT)
171          check_attrib_edgeflag(st);
172 
173       check_program_state(st);
174       st_manager_validate_framebuffers(st);
175 
176       pipeline_mask = ST_PIPELINE_RENDER_STATE_MASK;
177       break;
178 
179    case ST_PIPELINE_COMPUTE: {
180       struct st_compute_program *old_cp = st->cp;
181       struct gl_program *new_cp = ctx->ComputeProgram._Current;
182 
183       if (new_cp != &old_cp->Base) {
184          if (old_cp)
185             st->dirty |= old_cp->affected_states;
186          assert(new_cp);
187          st->dirty |= st_compute_program(new_cp)->affected_states;
188       }
189 
190       st->compute_shader_may_be_dirty = false;
191 
192       /*
193        * We add the ST_NEW_FB_STATE bit here as well, because glBindFramebuffer
194        * acts as a barrier that breaks feedback loops between the framebuffer
195        * and textures bound to the framebuffer, even when those textures are
196        * accessed by compute shaders; so we must inform the driver of new
197        * framebuffer state.
198        */
199       pipeline_mask = ST_PIPELINE_COMPUTE_STATE_MASK | ST_NEW_FB_STATE;
200       break;
201    }
202 
203    default:
204       unreachable("Invalid pipeline specified");
205    }
206 
207    dirty = st->dirty & pipeline_mask;
208    if (!dirty)
209       return;
210 
211    dirty_lo = dirty;
212    dirty_hi = dirty >> 32;
213 
214    /* Update states.
215     *
216     * Don't use u_bit_scan64, it may be slower on 32-bit.
217     */
218    while (dirty_lo)
219       atoms[u_bit_scan(&dirty_lo)]->update(st);
220    while (dirty_hi)
221       atoms[32 + u_bit_scan(&dirty_hi)]->update(st);
222 
223    /* Clear the render or compute state bits. */
224    st->dirty &= ~pipeline_mask;
225 }
226