#include "blend.h"
+void
+_mesa_update_allow_draw_out_of_order(struct gl_context *ctx)
+{
+ /* Out-of-order drawing is useful when vertex array draws and immediate
+ * mode are interleaved.
+ *
+ * Example with 3 draws:
+ * glBegin();
+ * glVertex();
+ * glEnd();
+ * glDrawElements();
+ * glBegin();
+ * glVertex();
+ * glEnd();
+ *
+ * Out-of-order drawing changes the execution order like this:
+ * glDrawElements();
+ * glBegin();
+ * glVertex();
+ * glVertex();
+ * glEnd();
+ *
+ * If out-of-order draws are enabled, immediate mode vertices are not
+ * flushed before glDrawElements, resulting in fewer draws and lower CPU
+ * overhead. This helps workstation applications.
+ *
+ * This is a simplified version of out-of-order determination to catch
+ * common cases.
+ *
+ * RadeonSI has a complete and more complicated out-of-order determination
+ * for driver-internal reasons.
+ */
+ /* Only the compatibility profile with immediate mode needs this. */
+ if (ctx->API != API_OPENGL_COMPAT || !ctx->Const.AllowDrawOutOfOrder)
+ return;
+
+ /* If all of these are NULL, GLSL is disabled. */
+ struct gl_program *vs =
+ ctx->_Shader->CurrentProgram[MESA_SHADER_VERTEX];
+ struct gl_program *tcs =
+ ctx->_Shader->CurrentProgram[MESA_SHADER_TESS_CTRL];
+ struct gl_program *tes =
+ ctx->_Shader->CurrentProgram[MESA_SHADER_TESS_EVAL];
+ struct gl_program *gs =
+ ctx->_Shader->CurrentProgram[MESA_SHADER_GEOMETRY];
+ struct gl_program *fs =
+ ctx->_Shader->CurrentProgram[MESA_SHADER_FRAGMENT];
+ GLenum16 depth_func = ctx->Depth.Func;
+
+ /* Z fighting and any primitives with equal Z shouldn't be reordered
+ * with LESS/LEQUAL/GREATER/GEQUAL functions.
+ *
+ * When drawing 2 primitive with equal Z:
+ * - with LEQUAL/GEQUAL, the last primitive wins the Z test.
+ * - with LESS/GREATER, the first primitive wins the Z test.
+ *
+ * Here we ignore that on the basis that such cases don't occur in real
+ * apps, and we they do occur, they occur with blending where out-of-order
+ * drawing is always disabled.
+ */
+ bool previous_state = ctx->_AllowDrawOutOfOrder;
+ ctx->_AllowDrawOutOfOrder =
+ ctx->DrawBuffer &&
+ ctx->DrawBuffer->Visual.depthBits &&
+ ctx->Depth.Test &&
+ ctx->Depth.Mask &&
+ (depth_func == GL_NEVER ||
+ depth_func == GL_LESS ||
+ depth_func == GL_LEQUAL ||
+ depth_func == GL_GREATER ||
+ depth_func == GL_GEQUAL) &&
+ (!ctx->DrawBuffer->Visual.stencilBits ||
+ !ctx->Stencil.Enabled) &&
+ (!ctx->Color.ColorMask ||
+ (!ctx->Color.BlendEnabled &&
+ (!ctx->Color.ColorLogicOpEnabled ||
+ ctx->Color._LogicOp == COLOR_LOGICOP_COPY))) &&
+ (!vs || !vs->info.writes_memory) &&
+ (!tes || !tes->info.writes_memory) &&
+ (!tcs || !tcs->info.writes_memory) &&
+ (!gs || !gs->info.writes_memory) &&
+ (!fs || !fs->info.writes_memory || !fs->info.fs.early_fragment_tests);
+
+ /* If we are disabling out-of-order drawing, we need to flush queued
+ * vertices.
+ */
+ if (previous_state && !ctx->_AllowDrawOutOfOrder)
+ FLUSH_VERTICES(ctx, 0);
+}
+
+
/**
* Update the ctx->*Program._Current pointers to point to the
* current/active programs.
}
-/**
- * Examine shader constants and return either _NEW_PROGRAM_CONSTANTS or 0.
- */
static GLbitfield
-update_program_constants(struct gl_context *ctx)
+update_single_program_constants(struct gl_context *ctx,
+ struct gl_program *prog,
+ gl_shader_stage stage)
{
- GLbitfield new_state = 0x0;
-
- if (ctx->FragmentProgram._Current) {
- const struct gl_program_parameter_list *params =
- ctx->FragmentProgram._Current->Parameters;
+ if (prog) {
+ const struct gl_program_parameter_list *params = prog->Parameters;
if (params && params->StateFlags & ctx->NewState) {
- if (ctx->DriverFlags.NewShaderConstants[MESA_SHADER_FRAGMENT]) {
- ctx->NewDriverState |=
- ctx->DriverFlags.NewShaderConstants[MESA_SHADER_FRAGMENT];
- } else {
- new_state |= _NEW_PROGRAM_CONSTANTS;
- }
+ if (ctx->DriverFlags.NewShaderConstants[stage])
+ ctx->NewDriverState |= ctx->DriverFlags.NewShaderConstants[stage];
+ else
+ return _NEW_PROGRAM_CONSTANTS;
}
}
+ return 0;
+}
- /* Don't handle tessellation and geometry shaders here. They don't use
- * any state constants.
- */
- if (ctx->VertexProgram._Current) {
- const struct gl_program_parameter_list *params =
- ctx->VertexProgram._Current->Parameters;
- if (params && params->StateFlags & ctx->NewState) {
- if (ctx->DriverFlags.NewShaderConstants[MESA_SHADER_VERTEX]) {
- ctx->NewDriverState |=
- ctx->DriverFlags.NewShaderConstants[MESA_SHADER_VERTEX];
- } else {
- new_state |= _NEW_PROGRAM_CONSTANTS;
- }
+/**
+ * This updates fixed-func state constants such as gl_ModelViewMatrix.
+ * Examine shader constants and return either _NEW_PROGRAM_CONSTANTS or 0.
+ */
+static GLbitfield
+update_program_constants(struct gl_context *ctx)
+{
+ GLbitfield new_state =
+ update_single_program_constants(ctx, ctx->VertexProgram._Current,
+ MESA_SHADER_VERTEX) |
+ update_single_program_constants(ctx, ctx->FragmentProgram._Current,
+ MESA_SHADER_FRAGMENT);
+
+ if (ctx->API == API_OPENGL_COMPAT &&
+ ctx->Const.GLSLVersionCompat >= 150) {
+ new_state |=
+ update_single_program_constants(ctx, ctx->GeometryProgram._Current,
+ MESA_SHADER_GEOMETRY);
+
+ if (_mesa_has_ARB_tessellation_shader(ctx)) {
+ new_state |=
+ update_single_program_constants(ctx, ctx->TessCtrlProgram._Current,
+ MESA_SHADER_TESS_CTRL) |
+ update_single_program_constants(ctx, ctx->TessEvalProgram._Current,
+ MESA_SHADER_TESS_EVAL);
}
}
}
+static void
+update_fixed_func_program_usage(struct gl_context *ctx)
+{
+ ctx->FragmentProgram._UsesTexEnvProgram =
+ ctx->FragmentProgram._MaintainTexEnvProgram &&
+ !ctx->_Shader->CurrentProgram[MESA_SHADER_FRAGMENT] && /* GLSL*/
+ !_mesa_arb_fragment_program_enabled(ctx) &&
+ !(_mesa_ati_fragment_shader_enabled(ctx) &&
+ ctx->ATIFragmentShader.Current->Program);
+
+ ctx->VertexProgram._UsesTnlProgram =
+ ctx->VertexProgram._MaintainTnlProgram &&
+ !ctx->_Shader->CurrentProgram[MESA_SHADER_VERTEX] && /* GLSL */
+ !_mesa_arb_vertex_program_enabled(ctx);
+}
+
+
/**
* Compute derived GL state.
* If __struct gl_contextRec::NewState is non-zero then this function \b must
ctx->API == API_OPENGLES) {
GLbitfield prog_flags = _NEW_PROGRAM;
- /* Determine which state flags effect vertex/fragment program state */
- if (ctx->FragmentProgram._MaintainTexEnvProgram) {
+ if (new_state & _NEW_PROGRAM)
+ update_fixed_func_program_usage(ctx);
+
+ /* Determine which states affect fixed-func vertex/fragment program. */
+ if (ctx->FragmentProgram._UsesTexEnvProgram) {
prog_flags |= (_NEW_BUFFERS | _NEW_TEXTURE_OBJECT | _NEW_FOG |
_NEW_VARYING_VP_INPUTS | _NEW_LIGHT | _NEW_POINT |
- _NEW_RENDERMODE | _NEW_PROGRAM | _NEW_FRAG_CLAMP |
- _NEW_COLOR | _NEW_TEXTURE_STATE);
+ _NEW_RENDERMODE | _NEW_COLOR | _NEW_TEXTURE_STATE);
}
- if (ctx->VertexProgram._MaintainTnlProgram) {
+
+ if (ctx->VertexProgram._UsesTnlProgram) {
prog_flags |= (_NEW_VARYING_VP_INPUTS | _NEW_TEXTURE_OBJECT |
_NEW_TEXTURE_MATRIX | _NEW_TRANSFORM | _NEW_POINT |
_NEW_FOG | _NEW_LIGHT | _NEW_TEXTURE_STATE |
update_program(ctx);
}
- if (new_state & _NEW_ARRAY)
- _mesa_update_vao_derived_arrays(ctx, ctx->Array.VAO);
-
out:
new_prog_state |= update_program_constants(ctx);
ctx->NewState |= new_prog_state;
- vbo_exec_invalidate_state(ctx);
/*
* Give the driver a chance to act upon the new_state flags.
*/
ctx->Driver.UpdateState(ctx);
ctx->NewState = 0;
- ctx->Array.VAO->NewArrays = 0x0;
}
* may vary or otherwise differ from the ctx->Current values.
* Otherwise, the fp should track them as state values instead.
*/
-void
-_mesa_set_varying_vp_inputs( struct gl_context *ctx,
- GLbitfield varying_inputs )
+static void
+set_varying_vp_inputs(struct gl_context *ctx, GLbitfield varying_inputs)
{
- if (ctx->API != API_OPENGL_COMPAT &&
- ctx->API != API_OPENGLES)
+ /*
+ * The gl_context::varying_vp_inputs value is only used when in
+ * VP_MODE_FF mode.
+ */
+ if (VP_MODE_FF != ctx->VertexProgram._VPMode)
+ return;
+
+ /* Only fixed-func generated programs ever uses varying_vp_inputs. */
+ if (!ctx->VertexProgram._MaintainTnlProgram &&
+ !ctx->FragmentProgram._MaintainTexEnvProgram)
return;
if (ctx->varying_vp_inputs != varying_inputs) {
ctx->varying_vp_inputs = varying_inputs;
-
- /* Only the fixed-func generated programs need to use the flag
- * and the fixed-func fragment program uses it only if there is also
- * a fixed-func vertex program, so this only depends on the latter.
- *
- * It's okay to check the VP pointer here, because this is called after
- * _mesa_update_state in the vbo module. */
- if (ctx->VertexProgram._TnlProgram ||
- ctx->FragmentProgram._TexEnvProgram) {
- ctx->NewState |= _NEW_VARYING_VP_INPUTS;
- }
- /*printf("%s %x\n", __func__, varying_inputs);*/
+ ctx->NewState |= _NEW_VARYING_VP_INPUTS;
}
}
}
+static void
+set_vertex_processing_mode(struct gl_context *ctx, gl_vertex_processing_mode m)
+{
+ if (ctx->VertexProgram._VPMode == m)
+ return;
+
+ /* On change we may get new maps into the current values */
+ ctx->NewDriverState |= ctx->DriverFlags.NewArray;
+
+ /* Finally memorize the value */
+ ctx->VertexProgram._VPMode = m;
+
+ /* Since we only track the varying inputs while being in fixed function
+ * vertex processing mode, we may need to recheck for the
+ * _NEW_VARYING_VP_INPUTS bit.
+ */
+ set_varying_vp_inputs(ctx, ctx->Array._DrawVAOEnabledAttribs);
+}
+
+
/**
* Update ctx->VertexProgram._VPMode.
* This is to distinguish whether we're running
_mesa_update_vertex_processing_mode(struct gl_context *ctx)
{
if (ctx->_Shader->CurrentProgram[MESA_SHADER_VERTEX])
- ctx->VertexProgram._VPMode = VP_MODE_SHADER;
+ set_vertex_processing_mode(ctx, VP_MODE_SHADER);
else if (_mesa_arb_vertex_program_enabled(ctx))
- ctx->VertexProgram._VPMode = VP_MODE_SHADER;
+ set_vertex_processing_mode(ctx, VP_MODE_SHADER);
else
- ctx->VertexProgram._VPMode = VP_MODE_FF;
+ set_vertex_processing_mode(ctx, VP_MODE_FF);
+}
+
+
+/**
+ * Set the _DrawVAO and the net enabled arrays.
+ * The vao->_Enabled bitmask is transformed due to position/generic0
+ * as stored in vao->_AttributeMapMode. Then the filter bitmask is applied
+ * to filter out arrays unwanted for the currently executed draw operation.
+ * For example, the generic attributes are masked out form the _DrawVAO's
+ * enabled arrays when a fixed function array draw is executed.
+ */
+void
+_mesa_set_draw_vao(struct gl_context *ctx, struct gl_vertex_array_object *vao,
+ GLbitfield filter)
+{
+ struct gl_vertex_array_object **ptr = &ctx->Array._DrawVAO;
+ bool new_array = false;
+ if (*ptr != vao) {
+ _mesa_reference_vao_(ctx, ptr, vao);
+
+ new_array = true;
+ }
+
+ if (vao->NewArrays) {
+ _mesa_update_vao_derived_arrays(ctx, vao);
+ vao->NewArrays = 0;
+
+ new_array = true;
+ }
+
+ /* May shuffle the position and generic0 bits around, filter out unwanted */
+ const GLbitfield enabled = filter & _mesa_get_vao_vp_inputs(vao);
+ if (ctx->Array._DrawVAOEnabledAttribs != enabled)
+ new_array = true;
+
+ if (new_array)
+ ctx->NewDriverState |= ctx->DriverFlags.NewArray;
+
+ ctx->Array._DrawVAOEnabledAttribs = enabled;
+ set_varying_vp_inputs(ctx, enabled);
}