#include "main/accum.h"
#include "main/api_exec.h"
#include "main/context.h"
+#include "main/glthread.h"
#include "main/samplerobj.h"
#include "main/shaderobj.h"
#include "main/version.h"
#include "program/prog_cache.h"
#include "vbo/vbo.h"
#include "glapi/glapi.h"
+#include "st_manager.h"
#include "st_context.h"
#include "st_debug.h"
#include "st_cb_bitmap.h"
#include "st_gen_mipmap.h"
#include "st_pbo.h"
#include "st_program.h"
+#include "st_sampler_view.h"
#include "st_vdpau.h"
#include "st_texture.h"
#include "pipe/p_context.h"
#include "util/u_inlines.h"
#include "util/u_upload_mgr.h"
+#include "util/u_vbuf.h"
#include "cso_cache/cso_context.h"
{
struct st_vertex_program *vp =
st_vertex_program(ctx->VertexProgram._Current);
- struct st_tessctrl_program *tcp =
- st_tessctrl_program(ctx->TessCtrlProgram._Current);
- struct st_tesseval_program *tep =
- st_tesseval_program(ctx->TessEvalProgram._Current);
- struct st_geometry_program *gp =
- st_geometry_program(ctx->GeometryProgram._Current);
+ struct st_common_program *tcp =
+ st_common_program(ctx->TessCtrlProgram._Current);
+ struct st_common_program *tep =
+ st_common_program(ctx->TessEvalProgram._Current);
+ struct st_common_program *gp =
+ st_common_program(ctx->GeometryProgram._Current);
struct st_fragment_program *fp =
st_fragment_program(ctx->FragmentProgram._Current);
struct st_compute_program *cp =
}
+void
+st_invalidate_buffers(struct st_context *st)
+{
+ st->dirty |= ST_NEW_BLEND |
+ ST_NEW_DSA |
+ ST_NEW_FB_STATE |
+ ST_NEW_SAMPLE_MASK |
+ ST_NEW_SAMPLE_SHADING |
+ ST_NEW_FS_STATE |
+ ST_NEW_POLY_STIPPLE |
+ ST_NEW_VIEWPORT |
+ ST_NEW_RASTERIZER |
+ ST_NEW_SCISSOR |
+ ST_NEW_WINDOW_RECTANGLES;
+}
+
+
/**
* Called via ctx->Driver.UpdateState()
*/
-void st_invalidate_state(struct gl_context * ctx, GLbitfield new_state)
+static void
+st_invalidate_state(struct gl_context * ctx)
{
+ GLbitfield new_state = ctx->NewState;
struct st_context *st = st_context(ctx);
if (new_state & _NEW_BUFFERS) {
- st->dirty |= ST_NEW_BLEND |
- ST_NEW_DSA |
- ST_NEW_FB_STATE |
- ST_NEW_SAMPLE_MASK |
- ST_NEW_SAMPLE_SHADING |
- ST_NEW_FS_STATE |
- ST_NEW_POLY_STIPPLE |
- ST_NEW_VIEWPORT |
- ST_NEW_RASTERIZER |
- ST_NEW_SCISSOR |
- ST_NEW_WINDOW_RECTANGLES;
+ st_invalidate_buffers(st);
} else {
/* These set a subset of flags set by _NEW_BUFFERS, so we only have to
* check them when _NEW_BUFFERS isn't set.
*/
- if (new_state & (_NEW_DEPTH |
- _NEW_STENCIL))
- st->dirty |= ST_NEW_DSA;
-
if (new_state & _NEW_PROGRAM)
st->dirty |= ST_NEW_RASTERIZER;
- if (new_state & _NEW_SCISSOR)
- st->dirty |= ST_NEW_RASTERIZER |
- ST_NEW_SCISSOR |
- ST_NEW_WINDOW_RECTANGLES;
-
if (new_state & _NEW_FOG)
st->dirty |= ST_NEW_FS_STATE;
- if (new_state & _NEW_POLYGONSTIPPLE)
- st->dirty |= ST_NEW_POLY_STIPPLE;
-
- if (new_state & _NEW_VIEWPORT)
- st->dirty |= ST_NEW_VIEWPORT;
-
if (new_state & _NEW_FRAG_CLAMP) {
if (st->clamp_frag_color_in_shader)
st->dirty |= ST_NEW_FS_STATE;
}
}
- if (new_state & _NEW_MULTISAMPLE) {
- st->dirty |= ST_NEW_BLEND |
- ST_NEW_SAMPLE_MASK |
- ST_NEW_SAMPLE_SHADING |
- ST_NEW_RASTERIZER |
- ST_NEW_FS_STATE;
- } else {
- /* These set a subset of flags set by _NEW_MULTISAMPLE, so we only
- * have to check them when _NEW_MULTISAMPLE isn't set.
- */
- if (new_state & (_NEW_LIGHT |
- _NEW_LINE |
- _NEW_POINT |
- _NEW_POLYGON |
- _NEW_TRANSFORM))
- st->dirty |= ST_NEW_RASTERIZER;
- }
+ if (new_state & (_NEW_LIGHT |
+ _NEW_POINT))
+ st->dirty |= ST_NEW_RASTERIZER;
- if (new_state & (_NEW_PROJECTION |
- _NEW_TRANSFORM) &&
+ if (new_state & _NEW_PROJECTION &&
st_user_clip_planes_enabled(ctx))
st->dirty |= ST_NEW_CLIP_STATE;
- if (new_state & _NEW_COLOR)
- st->dirty |= ST_NEW_BLEND |
- ST_NEW_DSA;
-
if (new_state & _NEW_PIXEL)
st->dirty |= ST_NEW_PIXEL_TRANSFER;
st->active_states = st_get_active_states(ctx);
}
- if (new_state & _NEW_TEXTURE)
+ if (new_state & _NEW_TEXTURE_OBJECT) {
st->dirty |= st->active_states &
(ST_NEW_SAMPLER_VIEWS |
ST_NEW_SAMPLERS |
ST_NEW_IMAGE_UNITS);
-
- if (new_state & _NEW_PROGRAM_CONSTANTS)
- st->dirty |= st->active_states & ST_NEW_CONSTANTS;
-
- /* This is the only core Mesa module we depend upon.
- * No longer use swrast, swsetup, tnl.
- */
- _vbo_InvalidateState(ctx, new_state);
+ if (ctx->FragmentProgram._Current &&
+ ctx->FragmentProgram._Current->ExternalSamplersUsed) {
+ st->dirty |= ST_NEW_FS_STATE;
+ }
+ }
}
static void
-st_destroy_context_priv(struct st_context *st)
+st_destroy_context_priv(struct st_context *st, bool destroy_pipe)
{
uint shader, i;
st_destroy_drawtex(st);
st_destroy_perfmon(st);
st_destroy_pbo_helpers(st);
+ st_destroy_bound_texture_handles(st);
+ st_destroy_bound_image_handles(st);
for (shader = 0; shader < ARRAY_SIZE(st->state.sampler_views); shader++) {
for (i = 0; i < ARRAY_SIZE(st->state.sampler_views[0]); i++) {
}
}
- u_upload_destroy(st->uploader);
- if (st->indexbuf_uploader) {
- u_upload_destroy(st->indexbuf_uploader);
- }
- if (st->constbuf_uploader) {
- u_upload_destroy(st->constbuf_uploader);
- }
-
/* free glDrawPixels cache data */
free(st->drawpix_cache.image);
pipe_resource_reference(&st->drawpix_cache.texture, NULL);
st_invalidate_readpix_cache(st);
cso_destroy_context(st->cso_context);
+
+ if (st->pipe && destroy_pipe)
+ st->pipe->destroy(st->pipe);
+
free( st );
}
+static void st_init_driver_flags(struct st_context *st);
static struct st_context *
st_create_context_priv( struct gl_context *ctx, struct pipe_context *pipe,
- const struct st_config_options *options)
+ const struct st_config_options *options, bool no_error)
{
struct pipe_screen *screen = pipe->screen;
uint i;
st->ctx = ctx;
st->pipe = pipe;
- /* XXX: this is one-off, per-screen init: */
- st_debug_init();
-
/* state tracker needs the VBO module */
_vbo_CreateContext(ctx);
st->dirty = ST_ALL_STATES_MASK;
- /* Create upload manager for vertex data for glBitmap, glDrawPixels,
- * glClear, etc.
- */
- st->uploader = u_upload_create(pipe, 65536, PIPE_BIND_VERTEX_BUFFER,
- PIPE_USAGE_STREAM);
-
- if (!screen->get_param(screen, PIPE_CAP_USER_INDEX_BUFFERS)) {
- st->indexbuf_uploader = u_upload_create(pipe, 128 * 1024,
- PIPE_BIND_INDEX_BUFFER,
- PIPE_USAGE_STREAM);
- }
-
- if (!screen->get_param(screen, PIPE_CAP_USER_CONSTANT_BUFFERS))
- st->constbuf_uploader = u_upload_create(pipe, 128 * 1024,
- PIPE_BIND_CONSTANT_BUFFER,
- PIPE_USAGE_STREAM);
+ st->has_user_constbuf =
+ screen->get_param(screen, PIPE_CAP_USER_CONSTANT_BUFFERS);
+ st->can_bind_const_buffer_as_vertex =
+ screen->get_param(screen, PIPE_CAP_CAN_BIND_CONST_BUFFER_AS_VERTEX);
- st->cso_context = cso_create_context(pipe);
+ /* Drivers still have to upload zero-stride vertex attribs manually
+ * with the GL core profile, but they don't have to deal with any complex
+ * user vertex buffer uploads.
+ */
+ unsigned vbuf_flags =
+ ctx->API == API_OPENGL_CORE ? U_VBUF_FLAG_NO_USER_VBOS : 0;
+ st->cso_context = cso_create_context(pipe, vbuf_flags);
st_init_atoms( st );
st_init_clear(st);
ctx->VertexProgram._MaintainTnlProgram = GL_TRUE;
+ if (no_error)
+ ctx->Const.ContextFlags |= GL_CONTEXT_FLAG_NO_ERROR_BIT_KHR;
+
st->has_stencil_export =
screen->get_param(screen, PIPE_CAP_SHADER_STENCIL_EXPORT);
st->has_shader_model3 = screen->get_param(screen, PIPE_CAP_SM3);
st->shader_has_one_variant[MESA_SHADER_GEOMETRY] = st->has_shareable_shaders;
st->shader_has_one_variant[MESA_SHADER_COMPUTE] = st->has_shareable_shaders;
+ st->bitmap.cache.empty = true;
+
_mesa_compute_version(ctx);
if (ctx->Version == 0) {
/* This can happen when a core profile was requested, but the driver
* does not support some features of GL 3.1 or later.
*/
- st_destroy_context_priv(st);
+ st_destroy_context_priv(st, false);
return NULL;
}
_mesa_initialize_dispatch_tables(ctx);
_mesa_initialize_vbo_vtxfmt(ctx);
+ st_init_driver_flags(st);
+
+ /* Initialize context's winsys buffers list */
+ LIST_INITHEAD(&st->winsys_buffers);
return st;
}
-static void st_init_driver_flags(struct gl_driver_flags *f)
+static void st_init_driver_flags(struct st_context *st)
{
+ struct gl_driver_flags *f = &st->ctx->DriverFlags;
+
f->NewArray = ST_NEW_VERTEX_ARRAYS;
f->NewRasterizerDiscard = ST_NEW_RASTERIZER;
f->NewUniformBuffer = ST_NEW_UNIFORM_BUFFER;
f->NewDefaultTessLevels = ST_NEW_TESS_STATE;
+
+ /* Shader resources */
f->NewTextureBuffer = ST_NEW_SAMPLER_VIEWS;
f->NewAtomicBuffer = ST_NEW_ATOMIC_BUFFER;
f->NewShaderStorageBuffer = ST_NEW_STORAGE_BUFFER;
f->NewImageUnits = ST_NEW_IMAGE_UNITS;
+
+ f->NewShaderConstants[MESA_SHADER_VERTEX] = ST_NEW_VS_CONSTANTS;
+ f->NewShaderConstants[MESA_SHADER_TESS_CTRL] = ST_NEW_TCS_CONSTANTS;
+ f->NewShaderConstants[MESA_SHADER_TESS_EVAL] = ST_NEW_TES_CONSTANTS;
+ f->NewShaderConstants[MESA_SHADER_GEOMETRY] = ST_NEW_GS_CONSTANTS;
+ f->NewShaderConstants[MESA_SHADER_FRAGMENT] = ST_NEW_FS_CONSTANTS;
+ f->NewShaderConstants[MESA_SHADER_COMPUTE] = ST_NEW_CS_CONSTANTS;
+
+ f->NewWindowRectangles = ST_NEW_WINDOW_RECTANGLES;
+ f->NewFramebufferSRGB = ST_NEW_FB_STATE;
+ f->NewScissorRect = ST_NEW_SCISSOR;
+ f->NewScissorTest = ST_NEW_SCISSOR | ST_NEW_RASTERIZER;
+ f->NewAlphaTest = ST_NEW_DSA;
+ f->NewBlend = ST_NEW_BLEND;
+ f->NewBlendColor = ST_NEW_BLEND_COLOR;
+ f->NewColorMask = ST_NEW_BLEND;
+ f->NewDepth = ST_NEW_DSA;
+ f->NewLogicOp = ST_NEW_BLEND;
+ f->NewStencil = ST_NEW_DSA;
+ f->NewMultisampleEnable = ST_NEW_BLEND | ST_NEW_RASTERIZER |
+ ST_NEW_SAMPLE_MASK | ST_NEW_SAMPLE_SHADING;
+ f->NewSampleAlphaToXEnable = ST_NEW_BLEND;
+ f->NewSampleMask = ST_NEW_SAMPLE_MASK;
+ f->NewSampleShading = ST_NEW_SAMPLE_SHADING;
+
+ /* This depends on what the gallium driver wants. */
+ if (st->force_persample_in_shader) {
+ f->NewMultisampleEnable |= ST_NEW_FS_STATE;
+ f->NewSampleShading |= ST_NEW_FS_STATE;
+ } else {
+ f->NewSampleShading |= ST_NEW_RASTERIZER;
+ }
+
+ f->NewClipControl = ST_NEW_VIEWPORT | ST_NEW_RASTERIZER;
+ f->NewClipPlane = ST_NEW_CLIP_STATE;
+ f->NewClipPlaneEnable = ST_NEW_RASTERIZER;
+ f->NewDepthClamp = ST_NEW_RASTERIZER;
+ f->NewLineState = ST_NEW_RASTERIZER;
+ f->NewPolygonState = ST_NEW_RASTERIZER;
+ f->NewPolygonStipple = ST_NEW_POLY_STIPPLE;
+ f->NewViewport = ST_NEW_VIEWPORT;
}
struct st_context *st_create_context(gl_api api, struct pipe_context *pipe,
const struct gl_config *visual,
struct st_context *share,
- const struct st_config_options *options)
+ const struct st_config_options *options,
+ bool no_error)
{
struct gl_context *ctx;
struct gl_context *shareCtx = share ? share->ctx : NULL;
return NULL;
}
- st_init_driver_flags(&ctx->DriverFlags);
+ st_debug_init();
+
+ if (pipe->screen->get_disk_shader_cache &&
+ !(ST_DEBUG & DEBUG_TGSI))
+ ctx->Cache = pipe->screen->get_disk_shader_cache(pipe->screen);
/* XXX: need a capability bit in gallium to query if the pipe
* driver prefers DP4 or MUL/MAD for vertex transformation.
if (debug_get_option_mesa_mvp_dp4())
ctx->Const.ShaderCompilerOptions[MESA_SHADER_VERTEX].OptimizeForAOS = GL_TRUE;
- st = st_create_context_priv(ctx, pipe, options);
+ st = st_create_context_priv(ctx, pipe, options, no_error);
if (!st) {
_mesa_destroy_context(ctx);
}
void st_destroy_context( struct st_context *st )
{
- struct pipe_context *pipe = st->pipe;
struct gl_context *ctx = st->ctx;
- GLuint i;
+ struct st_framebuffer *stfb, *next;
+
+ GET_CURRENT_CONTEXT(curctx);
+ if (curctx == NULL) {
+
+ /* No current context, but we need one to release
+ * renderbuffer surface when we release framebuffer.
+ * So temporarily bind the context.
+ */
+ _mesa_make_current(ctx, NULL, NULL);
+ }
+
+ /* This must be called first so that glthread has a chance to finish */
+ _mesa_glthread_destroy(ctx);
_mesa_HashWalk(ctx->Shared->TexObjects, destroy_tex_sampler_cb, st);
st_reference_fragprog(st, &st->fp, NULL);
- st_reference_geomprog(st, &st->gp, NULL);
+ st_reference_prog(st, &st->gp, NULL);
st_reference_vertprog(st, &st->vp, NULL);
- st_reference_tesscprog(st, &st->tcp, NULL);
- st_reference_tesseprog(st, &st->tep, NULL);
+ st_reference_prog(st, &st->tcp, NULL);
+ st_reference_prog(st, &st->tep, NULL);
st_reference_compprog(st, &st->cp, NULL);
- /* release framebuffer surfaces */
- for (i = 0; i < PIPE_MAX_COLOR_BUFS; i++) {
- pipe_surface_reference(&st->state.framebuffer.cbufs[i], NULL);
+ /* release framebuffer in the winsys buffers list */
+ LIST_FOR_EACH_ENTRY_SAFE_REV(stfb, next, &st->winsys_buffers, head) {
+ st_framebuffer_reference(&stfb, NULL);
}
- pipe_surface_reference(&st->state.framebuffer.zsbuf, NULL);
+
pipe_sampler_view_reference(&st->pixel_xfer.pixelmap_sampler_view, NULL);
pipe_resource_reference(&st->pixel_xfer.pixelmap_texture, NULL);
/* This will free the st_context too, so 'st' must not be accessed
* afterwards. */
- st_destroy_context_priv(st);
+ st_destroy_context_priv(st, true);
st = NULL;
- pipe->destroy( pipe );
-
free(ctx);
}
st->pipe->emit_string_marker(st->pipe, string, len);
}
+static void
+st_set_background_context(struct gl_context *ctx,
+ struct util_queue_monitoring *queue_info)
+{
+ struct st_context *st = ctx->st;
+ struct st_manager *smapi =
+ (struct st_manager*)st->iface.st_context_private;
+
+ assert(smapi->set_background_context);
+ smapi->set_background_context(&st->iface, queue_info);
+}
+
void st_init_driver_functions(struct pipe_screen *screen,
struct dd_function_table *functions)
{
functions->Enable = st_Enable;
functions->UpdateState = st_invalidate_state;
functions->QueryMemoryInfo = st_query_memory_info;
+ functions->SetBackgroundContext = st_set_background_context;
}