#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
};
void st_init_atoms( struct st_context *st )
{
- STATIC_ASSERT(ARRAY_SIZE(atoms) <= 64);
+ STATIC_ASSERT(ARRAY_SIZE(update_functions) <= 64);
}
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_program *new_vp = ctx->VertexProgram._Current;
struct gl_program *new_tcp = ctx->TessCtrlProgram._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_vertex_array **arrays = st->ctx->Array._DrawArrays;
GLboolean vertdata_edgeflags, edgeflag_culls_prims, edgeflags_enabled;
struct gl_program *vp = st->ctx->VertexProgram._Current;
- if (!arrays)
- return;
-
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 &&
* 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) {
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;
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 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;
* 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;