st/mesa: add new driver function DrawBufferAllocate
[mesa.git] / src / mesa / state_tracker / st_atom.c
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
50 void st_init_atoms( struct st_context *st )
51 {
52 STATIC_ASSERT(ARRAY_SIZE(update_functions) <= 64);
53 }
54
55
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 */
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
139 static void check_attrib_edgeflag(struct st_context *st)
140 {
141 const struct gl_vertex_array *arrays = st->ctx->Array._DrawArrays;
142 const struct gl_vertex_buffer_binding *binding;
143 GLboolean vertdata_edgeflags, edgeflag_culls_prims, edgeflags_enabled;
144 struct gl_program *vp = st->ctx->VertexProgram._Current;
145
146 if (!arrays)
147 return;
148
149 edgeflags_enabled = st->ctx->Polygon.FrontMode != GL_FILL ||
150 st->ctx->Polygon.BackMode != GL_FILL;
151
152 binding = arrays[VERT_ATTRIB_EDGEFLAG].BufferBinding;
153 vertdata_edgeflags = edgeflags_enabled && binding->Stride != 0;
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_vertex_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
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 = 0;
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_compute_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_compute_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 }