#include "st_cb_memoryobjects.h"
#include "st_cb_msaa.h"
#include "st_cb_perfmon.h"
+#include "st_cb_perfquery.h"
#include "st_cb_program.h"
#include "st_cb_queryobj.h"
#include "st_cb_readpixels.h"
static uint64_t
st_get_active_states(struct gl_context *ctx)
{
- struct st_vertex_program *vp =
- st_vertex_program(ctx->VertexProgram._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 =
- st_compute_program(ctx->ComputeProgram._Current);
+ struct st_program *vp =
+ st_program(ctx->VertexProgram._Current);
+ struct st_program *tcp =
+ st_program(ctx->TessCtrlProgram._Current);
+ struct st_program *tep =
+ st_program(ctx->TessEvalProgram._Current);
+ struct st_program *gp =
+ st_program(ctx->GeometryProgram._Current);
+ struct st_program *fp =
+ st_program(ctx->FragmentProgram._Current);
+ struct st_program *cp =
+ st_program(ctx->ComputeProgram._Current);
uint64_t active_shader_states = 0;
if (vp)
_NEW_POINT))
st->dirty |= ST_NEW_RASTERIZER;
+ if ((new_state & _NEW_LIGHT) &&
+ (st->lower_flatshade || st->lower_two_sided_color))
+ st->dirty |= ST_NEW_FS_STATE;
+
if (new_state & _NEW_PROJECTION &&
st_user_clip_planes_enabled(ctx))
st->dirty |= ST_NEW_CLIP_STATE;
* while free_zombie_resource_views() is called from another.
*/
simple_mtx_lock(&st->zombie_sampler_views.mutex);
- LIST_ADDTAIL(&entry->node, &st->zombie_sampler_views.list.node);
+ list_addtail(&entry->node, &st->zombie_sampler_views.list.node);
simple_mtx_unlock(&st->zombie_sampler_views.mutex);
}
* while free_zombie_shaders() is called from another.
*/
simple_mtx_lock(&st->zombie_shaders.mutex);
- LIST_ADDTAIL(&entry->node, &st->zombie_shaders.list.node);
+ list_addtail(&entry->node, &st->zombie_shaders.list.node);
simple_mtx_unlock(&st->zombie_shaders.mutex);
}
{
struct st_zombie_sampler_view_node *entry, *next;
- if (LIST_IS_EMPTY(&st->zombie_sampler_views.list.node)) {
+ if (list_is_empty(&st->zombie_sampler_views.list.node)) {
return;
}
LIST_FOR_EACH_ENTRY_SAFE(entry, next,
&st->zombie_sampler_views.list.node, node) {
- LIST_DEL(&entry->node); // remove this entry from the list
+ list_del(&entry->node); // remove this entry from the list
assert(entry->view->context == st->pipe);
pipe_sampler_view_reference(&entry->view, NULL);
free(entry);
}
- assert(LIST_IS_EMPTY(&st->zombie_sampler_views.list.node));
+ assert(list_is_empty(&st->zombie_sampler_views.list.node));
simple_mtx_unlock(&st->zombie_sampler_views.mutex);
}
{
struct st_zombie_shader_node *entry, *next;
- if (LIST_IS_EMPTY(&st->zombie_shaders.list.node)) {
+ if (list_is_empty(&st->zombie_shaders.list.node)) {
return;
}
LIST_FOR_EACH_ENTRY_SAFE(entry, next,
&st->zombie_shaders.list.node, node) {
- LIST_DEL(&entry->node); // remove this entry from the list
+ list_del(&entry->node); // remove this entry from the list
switch (entry->type) {
case PIPE_SHADER_VERTEX:
free(entry);
}
- assert(LIST_IS_EMPTY(&st->zombie_shaders.list.node));
+ assert(list_is_empty(&st->zombie_shaders.list.node));
simple_mtx_unlock(&st->zombie_shaders.mutex);
}
st_destroy_bound_image_handles(st);
for (i = 0; i < ARRAY_SIZE(st->state.frag_sampler_views); i++) {
+ pipe_sampler_view_reference(&st->state.vert_sampler_views[i], NULL);
pipe_sampler_view_reference(&st->state.frag_sampler_views[i], NULL);
}
f->NewFramebufferSRGB = ST_NEW_FB_STATE;
f->NewScissorRect = ST_NEW_SCISSOR;
f->NewScissorTest = ST_NEW_SCISSOR | ST_NEW_RASTERIZER;
- f->NewAlphaTest = ST_NEW_DSA;
+
+ if (st->lower_alpha_test)
+ f->NewAlphaTest = ST_NEW_FS_STATE;
+ else
+ f->NewAlphaTest = ST_NEW_DSA;
+
f->NewBlend = ST_NEW_BLEND;
f->NewBlendColor = ST_NEW_BLEND_COLOR;
f->NewColorMask = ST_NEW_BLEND;
f->NewClipControl = ST_NEW_VIEWPORT | ST_NEW_RASTERIZER;
f->NewClipPlane = ST_NEW_CLIP_STATE;
- f->NewClipPlaneEnable = ST_NEW_RASTERIZER;
if (st->clamp_frag_depth_in_shader) {
f->NewClipControl |= ST_NEW_VS_STATE | ST_NEW_GS_STATE |
f->NewDepthClamp = ST_NEW_RASTERIZER;
}
+ if (st->lower_ucp)
+ f->NewClipPlaneEnable = ST_NEW_VS_STATE;
+ else
+ f->NewClipPlaneEnable = ST_NEW_RASTERIZER;
+
f->NewLineState = ST_NEW_RASTERIZER;
f->NewPolygonState = ST_NEW_RASTERIZER;
f->NewPolygonStipple = ST_NEW_POLY_STIPPLE;
ctx->Const.PackedDriverUniformStorage =
screen->get_param(screen, PIPE_CAP_PACKED_UNIFORMS);
+ ctx->Const.BitmapUsesRed =
+ screen->is_format_supported(screen, PIPE_FORMAT_R8_UNORM,
+ PIPE_TEXTURE_2D, 0, 0,
+ PIPE_BIND_SAMPLER_VIEW);
+
st->has_stencil_export =
screen->get_param(screen, PIPE_CAP_SHADER_STENCIL_EXPORT);
st->has_etc1 = screen->is_format_supported(screen, PIPE_FORMAT_ETC1_RGB8,
st->has_astc_2d_ldr =
screen->is_format_supported(screen, PIPE_FORMAT_ASTC_4x4_SRGB,
PIPE_TEXTURE_2D, 0, 0, PIPE_BIND_SAMPLER_VIEW);
+ st->has_astc_5x5_ldr =
+ screen->is_format_supported(screen, PIPE_FORMAT_ASTC_5x5_SRGB,
+ PIPE_TEXTURE_2D, 0, 0, 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_RGB_OVERRIDE_DST_ALPHA_BLEND);
st->has_signed_vertex_buffer_offset =
screen->get_param(screen, PIPE_CAP_SIGNED_VERTEX_BUFFER_OFFSET);
+ st->lower_flatshade =
+ !screen->get_param(screen, PIPE_CAP_FLATSHADE);
+ st->lower_alpha_test =
+ !screen->get_param(screen, PIPE_CAP_ALPHA_TEST);
+ st->lower_point_size =
+ !screen->get_param(screen, PIPE_CAP_POINT_SIZE_FIXED);
+ st->lower_two_sided_color =
+ !screen->get_param(screen, PIPE_CAP_TWO_SIDED_COLOR);
+ st->lower_ucp =
+ !screen->get_param(screen, PIPE_CAP_CLIP_PLANES);
+ st->allow_st_finalize_nir_twice = screen->finalize_nir != NULL;
st->has_hw_atomics =
screen->get_shader_param(screen, PIPE_SHADER_FRAGMENT,
st_init_extensions(pipe->screen, &ctx->Const,
&ctx->Extensions, &st->options, ctx->API);
+ /* FIXME: add support for geometry and tessellation shaders for
+ * lower_point_size
+ */
+ assert(!ctx->Extensions.OES_geometry_shader || !st->lower_point_size);
+ assert(!ctx->Extensions.ARB_tessellation_shader || !st->lower_point_size);
+
+ /* FIXME: add support for geometry and tessellation shaders for
+ * lower_ucp
+ */
+ assert(!ctx->Extensions.OES_geometry_shader || !st->lower_ucp);
+ assert(!ctx->Extensions.ARB_tessellation_shader || !st->lower_ucp);
+
if (st_have_perfmon(st)) {
ctx->Extensions.AMD_performance_monitor = GL_TRUE;
}
+ if (st_have_perfquery(st)) {
+ ctx->Extensions.INTEL_performance_query = 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)) {
ctx->Const.ShaderCompilerOptions[MESA_SHADER_VERTEX].EmitNoSat =
!screen->get_param(screen, PIPE_CAP_VERTEX_SHADER_SATURATE);
+ ctx->Const.ShaderCompilerOptions[MESA_SHADER_VERTEX].PositionAlwaysInvariant = options->vs_position_always_invariant;
+
+ enum pipe_shader_ir preferred_ir = (enum pipe_shader_ir)
+ screen->get_shader_param(screen, PIPE_SHADER_VERTEX,
+ PIPE_SHADER_CAP_PREFERRED_IR);
+ ctx->Const.UseNIRGLSLLinker = preferred_ir == PIPE_SHADER_IR_NIR;
+
if (ctx->Const.GLSLVersion < 400) {
for (i = 0; i < MESA_SHADER_STAGES; i++)
ctx->Const.ShaderCompilerOptions[i].EmitNoIndirectSampler = true;
st->shader_has_one_variant[MESA_SHADER_VERTEX] =
st->has_shareable_shaders &&
!st->clamp_frag_depth_in_shader &&
- !st->clamp_vert_color_in_shader;
+ !st->clamp_vert_color_in_shader &&
+ !st->lower_point_size &&
+ !st->lower_ucp;
st->shader_has_one_variant[MESA_SHADER_FRAGMENT] =
st->has_shareable_shaders &&
+ !st->lower_flatshade &&
+ !st->lower_alpha_test &&
!st->clamp_frag_color_in_shader &&
!st->clamp_frag_depth_in_shader &&
- !st->force_persample_in_shader;
+ !st->force_persample_in_shader &&
+ !st->lower_two_sided_color;
st->shader_has_one_variant[MESA_SHADER_TESS_CTRL] = st->has_shareable_shaders;
st->shader_has_one_variant[MESA_SHADER_TESS_EVAL] =
st_init_driver_flags(st);
/* Initialize context's winsys buffers list */
- LIST_INITHEAD(&st->winsys_buffers);
+ list_inithead(&st->winsys_buffers);
- LIST_INITHEAD(&st->zombie_sampler_views.list.node);
+ list_inithead(&st->zombie_sampler_views.list.node);
simple_mtx_init(&st->zombie_sampler_views.mutex, mtx_plain);
- LIST_INITHEAD(&st->zombie_shaders.list.node);
+ list_inithead(&st->zombie_shaders.list.node);
simple_mtx_init(&st->zombie_shaders.mutex, mtx_plain);
return st;
st_init_memoryobject_functions(functions);
st_init_msaa_functions(functions);
st_init_perfmon_functions(functions);
+ st_init_perfquery_functions(functions);
st_init_program_functions(functions);
st_init_query_functions(functions);
st_init_cond_render_functions(functions);
st_debug_init();
- if (pipe->screen->get_disk_shader_cache &&
- !(ST_DEBUG & DEBUG_TGSI))
+ if (pipe->screen->get_disk_shader_cache)
ctx->Cache = pipe->screen->get_disk_shader_cache(pipe->screen);
/* XXX: need a capability bit in gallium to query if the pipe
simple_mtx_destroy(&st->zombie_sampler_views.mutex);
simple_mtx_destroy(&st->zombie_shaders.mutex);
- st_reference_fragprog(st, &st->fp, NULL);
+ st_reference_prog(st, &st->fp, NULL);
st_reference_prog(st, &st->gp, NULL);
- st_reference_vertprog(st, &st->vp, NULL);
+ st_reference_prog(st, &st->vp, NULL);
st_reference_prog(st, &st->tcp, NULL);
st_reference_prog(st, &st->tep, NULL);
- st_reference_compprog(st, &st->cp, NULL);
+ st_reference_prog(st, &st->cp, NULL);
/* release framebuffer in the winsys buffers list */
LIST_FOR_EACH_ENTRY_SAFE_REV(stfb, next, &st->winsys_buffers, head) {
st_destroy_program_variants(st);
- _mesa_free_context_data(ctx, false);
+ _mesa_free_context_data(ctx);
/* This will free the st_context too, so 'st' must not be accessed
* afterwards. */