#include "st_cb_fbo.h"
#include "st_cb_feedback.h"
#include "st_cb_msaa.h"
+#include "st_cb_perfmon.h"
#include "st_cb_program.h"
#include "st_cb_queryobj.h"
#include "st_cb_readpixels.h"
st_destroy_bitmap(st);
st_destroy_drawpix(st);
st_destroy_drawtex(st);
+ st_destroy_perfmon(st);
for (shader = 0; shader < ARRAY_SIZE(st->state.sampler_views); shader++) {
for (i = 0; i < ARRAY_SIZE(st->state.sampler_views[0]); i++) {
st->ctx->VertexProgram._MaintainTnlProgram = GL_TRUE;
- st->pixel_xfer.cache = _mesa_new_program_cache();
-
st->has_stencil_export =
screen->get_param(screen, PIPE_CAP_SHADER_STENCIL_EXPORT);
st->has_shader_model3 = screen->get_param(screen, PIPE_CAP_SM3);
PIPE_BIND_SAMPLER_VIEW);
st->prefer_blit_based_texture_transfer = screen->get_param(screen,
PIPE_CAP_PREFER_BLIT_BASED_TEXTURE_TRANSFER);
-
+ st->force_persample_in_shader =
+ screen->get_param(screen, PIPE_CAP_SAMPLE_SHADING) &&
+ !screen->get_param(screen, PIPE_CAP_FORCE_PERSAMPLE_INTERP);
+ st->has_shareable_shaders = screen->get_param(screen,
+ PIPE_CAP_SHAREABLE_SHADERS);
st->needs_texcoord_semantic =
screen->get_param(screen, PIPE_CAP_TGSI_TEXCOORD);
st->apply_texture_swizzle_to_border_color =
st_init_extensions(st->pipe->screen, &ctx->Const,
&ctx->Extensions, &st->options, ctx->Mesa_DXTn);
+ if (st_init_perfmon(st)) {
+ /* GL_AMD_performance_monitor is only enabled when the underlying
+ * driver expose GPU hardware performance counters. */
+ ctx->Extensions.AMD_performance_monitor = GL_TRUE;
+ }
+
/* Enable shader-based fallbacks for ARB_color_buffer_float if needed. */
if (screen->get_param(screen, PIPE_CAP_VERTEX_COLOR_UNCLAMPED)) {
if (!screen->get_param(screen, PIPE_CAP_VERTEX_COLOR_CLAMPED)) {
/* For vertex shaders, make sure not to emit saturate when SM 3.0 is not supported */
ctx->Const.ShaderCompilerOptions[MESA_SHADER_VERTEX].EmitNoSat = !st->has_shader_model3;
+ if (!ctx->Extensions.ARB_gpu_shader5) {
+ for (i = 0; i < MESA_SHADER_STAGES; i++)
+ ctx->Const.ShaderCompilerOptions[i].EmitNoIndirectSampler = true;
+ }
+
+ /* Set which shader types can be compiled at link time. */
+ st->shader_has_one_variant[MESA_SHADER_VERTEX] =
+ st->has_shareable_shaders &&
+ !st->clamp_vert_color_in_shader;
+
+ st->shader_has_one_variant[MESA_SHADER_FRAGMENT] =
+ st->has_shareable_shaders &&
+ !st->clamp_frag_color_in_shader &&
+ !st->force_persample_in_shader;
+
+ st->shader_has_one_variant[MESA_SHADER_TESS_CTRL] = st->has_shareable_shaders;
+ st->shader_has_one_variant[MESA_SHADER_TESS_EVAL] = st->has_shareable_shaders;
+ st->shader_has_one_variant[MESA_SHADER_GEOMETRY] = st->has_shareable_shaders;
+
_mesa_compute_version(ctx);
if (ctx->Version == 0) {
f->NewArray = ST_NEW_VERTEX_ARRAYS;
f->NewRasterizerDiscard = ST_NEW_RASTERIZER;
f->NewUniformBuffer = ST_NEW_UNIFORM_BUFFER;
+ f->NewDefaultTessLevels = ST_NEW_TESS_STATE;
+ f->NewTextureBuffer = ST_NEW_SAMPLER_VIEWS;
}
struct st_context *st_create_context(gl_api api, struct pipe_context *pipe,
struct st_context *st;
memset(&funcs, 0, sizeof(funcs));
- st_init_driver_functions(&funcs);
+ st_init_driver_functions(pipe->screen, &funcs);
ctx = _mesa_create_context(api, visual, shareCtx, &funcs);
if (!ctx) {
st_reference_fragprog(st, &st->fp, NULL);
st_reference_geomprog(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);
/* release framebuffer surfaces */
for (i = 0; i < PIPE_MAX_COLOR_BUFS; i++) {
pipe_surface_reference(&st->state.framebuffer.cbufs[i], NULL);
}
pipe_surface_reference(&st->state.framebuffer.zsbuf, NULL);
-
- pipe->set_index_buffer(pipe, NULL);
-
- for (i = 0; i < PIPE_SHADER_TYPES; i++) {
- pipe->set_constant_buffer(pipe, i, 0, NULL);
- }
-
- _mesa_delete_program_cache(st->ctx, st->pixel_xfer.cache);
+ pipe_sampler_view_reference(&st->pixel_xfer.pixelmap_sampler_view, NULL);
+ pipe_resource_reference(&st->pixel_xfer.pixelmap_texture, NULL);
_vbo_DestroyContext(st->ctx);
}
-void st_init_driver_functions(struct dd_function_table *functions)
+void st_init_driver_functions(struct pipe_screen *screen,
+ struct dd_function_table *functions)
{
_mesa_init_shader_object_functions(functions);
_mesa_init_sampler_object_functions(functions);
- functions->Accum = _mesa_accum;
-
st_init_blit_functions(functions);
st_init_bufferobject_functions(functions);
st_init_clear_functions(functions);
st_init_fbo_functions(functions);
st_init_feedback_functions(functions);
st_init_msaa_functions(functions);
+ st_init_perfmon_functions(functions);
st_init_program_functions(functions);
st_init_query_functions(functions);
st_init_cond_render_functions(functions);
st_init_readpixels_functions(functions);
st_init_texture_functions(functions);
st_init_texture_barrier_functions(functions);
- st_init_flush_functions(functions);
+ st_init_flush_functions(screen, functions);
st_init_string_functions(functions);
st_init_viewport_functions(functions);