mesa: fix fallthrough in glformats
[mesa.git] / src / mesa / state_tracker / st_atom.c
index 231bdd95fa11f51228b308dd8fabb6bbd46ecbd5..181134a2207f9b5bec274431c64ee662b72f036d 100644 (file)
@@ -27,6 +27,7 @@
 
 
 #include <stdio.h>
+#include "main/arrayobj.h"
 #include "main/glheader.h"
 #include "main/context.h"
 
 #include "st_atom.h"
 #include "st_program.h"
 #include "st_manager.h"
+#include "st_util.h"
 
 
+typedef void (*update_func_t)(struct st_context *st);
+
 /* The list state update functions. */
-static const struct st_tracked_state *atoms[] =
+static const update_func_t update_functions[] =
 {
-#define ST_STATE(FLAG, st_update) &st_update,
+#define ST_STATE(FLAG, st_update) st_update,
 #include "st_atom_list.h"
 #undef ST_STATE
 };
@@ -48,7 +52,7 @@ static const struct st_tracked_state *atoms[] =
 
 void st_init_atoms( struct st_context *st )
 {
-   STATIC_ASSERT(ARRAY_SIZE(atoms) <= 64);
+   STATIC_ASSERT(ARRAY_SIZE(update_functions) <= 64);
 }
 
 
@@ -63,79 +67,94 @@ void st_destroy_atoms( struct st_context *st )
 static void check_program_state( struct st_context *st )
 {
    struct gl_context *ctx = st->ctx;
-   struct st_vertex_program *old_vp = st->vp;
-   struct st_tessctrl_program *old_tcp = st->tcp;
-   struct st_tesseval_program *old_tep = st->tep;
-   struct st_geometry_program *old_gp = st->gp;
-   struct st_fragment_program *old_fp = st->fp;
+   struct st_program *old_vp = st->vp;
+   struct st_program *old_tcp = st->tcp;
+   struct st_program *old_tep = st->tep;
+   struct st_program *old_gp = st->gp;
+   struct st_program *old_fp = st->fp;
 
-   struct gl_vertex_program *new_vp = ctx->VertexProgram._Current;
+   struct gl_program *new_vp = ctx->VertexProgram._Current;
    struct gl_program *new_tcp = ctx->TessCtrlProgram._Current;
    struct gl_program *new_tep = ctx->TessEvalProgram._Current;
-   struct gl_geometry_program *new_gp = ctx->GeometryProgram._Current;
-   struct gl_fragment_program *new_fp = ctx->FragmentProgram._Current;
+   struct gl_program *new_gp = ctx->GeometryProgram._Current;
+   struct gl_program *new_fp = ctx->FragmentProgram._Current;
    uint64_t dirty = 0;
+   unsigned num_viewports = 1;
 
    /* Flag states used by both new and old shaders to unbind shader resources
     * properly when transitioning to shaders that don't use them.
     */
-   if (unlikely(new_vp != &old_vp->Base)) {
+   if (unlikely(new_vp != (old_vp ? &old_vp->Base : NULL))) {
       if (old_vp)
          dirty |= old_vp->affected_states;
       if (new_vp)
-         dirty |= ST_NEW_VERTEX_PROGRAM(st, st_vertex_program(new_vp));
+         dirty |= ST_NEW_VERTEX_PROGRAM(st, st_program(new_vp));
    }
 
    if (unlikely(new_tcp != &old_tcp->Base)) {
       if (old_tcp)
          dirty |= old_tcp->affected_states;
       if (new_tcp)
-         dirty |= st_tessctrl_program(new_tcp)->affected_states;
+         dirty |= st_program(new_tcp)->affected_states;
    }
 
    if (unlikely(new_tep != &old_tep->Base)) {
       if (old_tep)
          dirty |= old_tep->affected_states;
       if (new_tep)
-         dirty |= st_tesseval_program(new_tep)->affected_states;
+         dirty |= st_program(new_tep)->affected_states;
    }
 
    if (unlikely(new_gp != &old_gp->Base)) {
       if (old_gp)
          dirty |= old_gp->affected_states;
       if (new_gp)
-         dirty |= st_geometry_program(new_gp)->affected_states;
+         dirty |= st_program(new_gp)->affected_states;
    }
 
    if (unlikely(new_fp != &old_fp->Base)) {
       if (old_fp)
          dirty |= old_fp->affected_states;
       if (new_fp)
-         dirty |= st_fragment_program(new_fp)->affected_states;
+         dirty |= st_program(new_fp)->affected_states;
+   }
+
+   /* Find out the number of viewports. This determines how many scissors
+    * and viewport states we need to update.
+    */
+   struct gl_program *last_prim_shader = new_gp ? new_gp :
+                                         new_tep ? new_tep : new_vp;
+   if (last_prim_shader &&
+       last_prim_shader->info.outputs_written & (
+             VARYING_BIT_VIEWPORT | VARYING_BIT_VIEWPORT_MASK))
+      num_viewports = ctx->Const.MaxViewports;
+
+   if (st->state.num_viewports != num_viewports) {
+      st->state.num_viewports = num_viewports;
+      dirty |= ST_NEW_VIEWPORT;
+
+      if (ctx->Scissor.EnableFlags & u_bit_consecutive(0, num_viewports))
+         dirty |= ST_NEW_SCISSOR;
    }
 
    st->dirty |= dirty;
-   st->gfx_shaders_may_be_dirty = false;
 }
 
 static void check_attrib_edgeflag(struct st_context *st)
 {
-   const struct gl_client_array **arrays = st->ctx->Array._DrawArrays;
    GLboolean vertdata_edgeflags, edgeflag_culls_prims, edgeflags_enabled;
-   struct gl_vertex_program *vp = st->ctx->VertexProgram._Current;
-
-   if (!arrays)
-      return;
+   struct gl_program *vp = st->ctx->VertexProgram._Current;
 
    edgeflags_enabled = st->ctx->Polygon.FrontMode != GL_FILL ||
                        st->ctx->Polygon.BackMode != GL_FILL;
 
    vertdata_edgeflags = edgeflags_enabled &&
-                        arrays[VERT_ATTRIB_EDGEFLAG]->StrideB != 0;
+      _mesa_draw_edge_flag_array_enabled(st->ctx);
+
    if (vertdata_edgeflags != st->vertdata_edgeflags) {
       st->vertdata_edgeflags = vertdata_edgeflags;
       if (vp)
-         st->dirty |= ST_NEW_VERTEX_PROGRAM(st, st_vertex_program(vp));
+         st->dirty |= ST_NEW_VERTEX_PROGRAM(st, st_program(vp));
    }
 
    edgeflag_culls_prims = edgeflags_enabled && !vertdata_edgeflags &&
@@ -162,7 +181,7 @@ void st_validate_state( struct st_context *st, enum st_pipeline pipeline )
     * Inactive states are shader states not used by shaders at the moment.
     */
    st->dirty |= ctx->NewDriverState & st->active_states & ST_ALL_STATES_MASK;
-   ctx->NewDriverState = 0;
+   ctx->NewDriverState &= ~st->dirty;
 
    /* Get pipeline state. */
    switch (pipeline) {
@@ -170,25 +189,57 @@ void st_validate_state( struct st_context *st, enum st_pipeline pipeline )
       if (st->ctx->API == API_OPENGL_COMPAT)
          check_attrib_edgeflag(st);
 
-      check_program_state(st);
+      if (st->gfx_shaders_may_be_dirty) {
+         check_program_state(st);
+         st->gfx_shaders_may_be_dirty = false;
+      }
+
       st_manager_validate_framebuffers(st);
 
       pipeline_mask = ST_PIPELINE_RENDER_STATE_MASK;
       break;
 
+   case ST_PIPELINE_CLEAR:
+      st_manager_validate_framebuffers(st);
+      pipeline_mask = ST_PIPELINE_CLEAR_STATE_MASK;
+      break;
+
+   case ST_PIPELINE_META:
+      if (st->gfx_shaders_may_be_dirty) {
+         check_program_state(st);
+         st->gfx_shaders_may_be_dirty = false;
+      }
+
+      st_manager_validate_framebuffers(st);
+      pipeline_mask = ST_PIPELINE_META_STATE_MASK;
+      break;
+
+   case ST_PIPELINE_UPDATE_FRAMEBUFFER:
+      st_manager_validate_framebuffers(st);
+      pipeline_mask = ST_PIPELINE_UPDATE_FB_STATE_MASK;
+      break;
+
    case ST_PIPELINE_COMPUTE: {
-      struct st_compute_program *old_cp = st->cp;
-      struct gl_compute_program *new_cp = ctx->ComputeProgram._Current;
+      struct st_program *old_cp = st->cp;
+      struct gl_program *new_cp = ctx->ComputeProgram._Current;
 
       if (new_cp != &old_cp->Base) {
          if (old_cp)
             st->dirty |= old_cp->affected_states;
          assert(new_cp);
-         st->dirty |= st_compute_program(new_cp)->affected_states;
+         st->dirty |= st_program(new_cp)->affected_states;
       }
 
       st->compute_shader_may_be_dirty = false;
-      pipeline_mask = ST_PIPELINE_COMPUTE_STATE_MASK;
+
+      /*
+       * We add the ST_NEW_FB_STATE bit here as well, because glBindFramebuffer
+       * acts as a barrier that breaks feedback loops between the framebuffer
+       * and textures bound to the framebuffer, even when those textures are
+       * accessed by compute shaders; so we must inform the driver of new
+       * framebuffer state.
+       */
+      pipeline_mask = ST_PIPELINE_COMPUTE_STATE_MASK | ST_NEW_FB_STATE;
       break;
    }
 
@@ -208,9 +259,9 @@ void st_validate_state( struct st_context *st, enum st_pipeline pipeline )
     * Don't use u_bit_scan64, it may be slower on 32-bit.
     */
    while (dirty_lo)
-      atoms[u_bit_scan(&dirty_lo)]->update(st);
+      update_functions[u_bit_scan(&dirty_lo)](st);
    while (dirty_hi)
-      atoms[32 + u_bit_scan(&dirty_hi)]->update(st);
+      update_functions[32 + u_bit_scan(&dirty_hi)](st);
 
    /* Clear the render or compute state bits. */
    st->dirty &= ~pipeline_mask;