*
**************************************************************************/
-#include "main/imports.h"
+
#include "main/accum.h"
#include "main/api_exec.h"
#include "main/context.h"
+#include "main/debug_output.h"
#include "main/glthread.h"
#include "main/samplerobj.h"
#include "main/shaderobj.h"
#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"
#include "util/u_inlines.h"
#include "util/u_upload_mgr.h"
#include "util/u_vbuf.h"
+#include "util/u_memory.h"
#include "cso_cache/cso_context.h"
#include "compiler/glsl/glsl_parser_extras.h"
case GL_DEBUG_OUTPUT_SYNCHRONOUS:
st_update_debug_callback(st);
break;
+ case GL_BLACKHOLE_RENDER_INTEL:
+ st->pipe->set_frontend_noop(st->pipe, ctx->IntelBlackholeRender);
+ break;
default:
break;
}
static uint64_t
st_get_active_states(struct gl_context *ctx)
{
- struct st_common_program *vp =
- st_common_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_common_program *fp =
- st_common_program(ctx->FragmentProgram._Current);
- struct st_common_program *cp =
- st_common_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)
if (new_state & _NEW_FOG)
st->dirty |= ST_NEW_FS_STATE;
-
- if (new_state & _NEW_FRAG_CLAMP) {
- if (st->clamp_frag_color_in_shader)
- st->dirty |= ST_NEW_FS_STATE;
- else
- st->dirty |= ST_NEW_RASTERIZER;
- }
}
if (new_state & (_NEW_LIGHT |
switch (entry->type) {
case PIPE_SHADER_VERTEX:
- cso_delete_vertex_shader(st->cso_context, entry->shader);
+ st->pipe->bind_vs_state(st->pipe, NULL);
+ st->pipe->delete_vs_state(st->pipe, entry->shader);
break;
case PIPE_SHADER_FRAGMENT:
- cso_delete_fragment_shader(st->cso_context, entry->shader);
+ st->pipe->bind_fs_state(st->pipe, NULL);
+ st->pipe->delete_fs_state(st->pipe, entry->shader);
break;
case PIPE_SHADER_GEOMETRY:
- cso_delete_geometry_shader(st->cso_context, entry->shader);
+ st->pipe->bind_gs_state(st->pipe, NULL);
+ st->pipe->delete_gs_state(st->pipe, entry->shader);
break;
case PIPE_SHADER_TESS_CTRL:
- cso_delete_tessctrl_shader(st->cso_context, entry->shader);
+ st->pipe->bind_tcs_state(st->pipe, NULL);
+ st->pipe->delete_tcs_state(st->pipe, entry->shader);
break;
case PIPE_SHADER_TESS_EVAL:
- cso_delete_tesseval_shader(st->cso_context, entry->shader);
+ st->pipe->bind_tes_state(st->pipe, NULL);
+ st->pipe->delete_tes_state(st->pipe, entry->shader);
break;
case PIPE_SHADER_COMPUTE:
- cso_delete_compute_shader(st->cso_context, entry->shader);
+ st->pipe->bind_compute_state(st->pipe, NULL);
+ st->pipe->delete_compute_state(st->pipe, entry->shader);
break;
default:
unreachable("invalid shader type in free_zombie_shaders()");
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->NewClipControl = ST_NEW_VIEWPORT | ST_NEW_RASTERIZER;
f->NewClipPlane = ST_NEW_CLIP_STATE;
+ if (st->clamp_frag_color_in_shader) {
+ f->NewFragClamp = ST_NEW_FS_STATE;
+ } else {
+ f->NewFragClamp = ST_NEW_RASTERIZER;
+ }
+
if (st->clamp_frag_depth_in_shader) {
f->NewClipControl |= ST_NEW_VS_STATE | ST_NEW_GS_STATE |
ST_NEW_TES_STATE;
}
if (st->lower_ucp)
- f->NewClipPlaneEnable = ST_NEW_VS_STATE;
+ f->NewClipPlaneEnable = ST_NEW_VS_STATE | ST_NEW_GS_STATE;
else
f->NewClipPlaneEnable = ST_NEW_RASTERIZER;
st->ctx = ctx;
st->pipe = pipe;
-
- /* state tracker needs the VBO module */
- _vbo_CreateContext(ctx);
-
st->dirty = ST_ALL_STATES_MASK;
st->can_bind_const_buffer_as_vertex =
* profile, so that u_vbuf is bypassed completely if there is nothing else
* to do.
*/
- unsigned vbuf_flags =
- ctx->API == API_OPENGL_CORE ? U_VBUF_FLAG_NO_USER_VBOS : 0;
- st->cso_context = cso_create_context(pipe, vbuf_flags);
+ unsigned cso_flags;
+ switch (ctx->API) {
+ case API_OPENGL_CORE:
+ cso_flags = CSO_NO_USER_VERTEX_BUFFERS;
+ break;
+ case API_OPENGLES:
+ case API_OPENGLES2:
+ cso_flags = CSO_NO_64B_VERTEX_BUFFERS;
+ break;
+ default:
+ cso_flags = 0;
+ break;
+ }
+
+ st->cso_context = cso_create_context(pipe, cso_flags);
st_init_atoms(st);
st_init_clear(st);
STATIC_ASSERT(sizeof(struct st_util_vertex) == 9 * sizeof(float));
memset(&st->util_velems, 0, sizeof(st->util_velems));
- st->util_velems[0].src_offset = 0;
- st->util_velems[0].vertex_buffer_index = 0;
- st->util_velems[0].src_format = PIPE_FORMAT_R32G32B32_FLOAT;
- st->util_velems[1].src_offset = 3 * sizeof(float);
- st->util_velems[1].vertex_buffer_index = 0;
- st->util_velems[1].src_format = PIPE_FORMAT_R32G32B32A32_FLOAT;
- st->util_velems[2].src_offset = 7 * sizeof(float);
- st->util_velems[2].vertex_buffer_index = 0;
- st->util_velems[2].src_format = PIPE_FORMAT_R32G32_FLOAT;
+ st->util_velems.velems[0].src_offset = 0;
+ st->util_velems.velems[0].vertex_buffer_index = 0;
+ st->util_velems.velems[0].src_format = PIPE_FORMAT_R32G32B32_FLOAT;
+ st->util_velems.velems[1].src_offset = 3 * sizeof(float);
+ st->util_velems.velems[1].vertex_buffer_index = 0;
+ st->util_velems.velems[1].src_format = PIPE_FORMAT_R32G32B32A32_FLOAT;
+ st->util_velems.velems[2].src_offset = 7 * sizeof(float);
+ st->util_velems.velems[2].vertex_buffer_index = 0;
+ st->util_velems.velems[2].src_format = PIPE_FORMAT_R32G32_FLOAT;
}
- /* we want all vertex data to be placed in buffer objects */
- vbo_use_buffer_objects(ctx);
-
-
- /* make sure that no VBOs are left mapped when we're drawing. */
- vbo_always_unmap_buffers(ctx);
-
/* Need these flags:
*/
ctx->FragmentProgram._MaintainTexEnvProgram = GL_TRUE;
-
ctx->VertexProgram._MaintainTnlProgram = GL_TRUE;
if (no_error)
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_INDEP_BLEND_FUNC);
st->needs_rgb_dst_alpha_override =
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 =
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);
+ /* FIXME: add support for tessellation shaders for 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->Point.MaxSize = MAX2(ctx->Const.MaxPointSize,
ctx->Const.MaxPointSizeAA);
+
+ ctx->Const.NoClippingOnCopyTex = screen->get_param(screen,
+ PIPE_CAP_NO_CLIP_ON_COPY_TEX);
+
/* For vertex shaders, make sure not to emit saturate when SM 3.0
* is not supported
*/
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_GEOMETRY] =
st->has_shareable_shaders &&
!st->clamp_frag_depth_in_shader &&
- !st->clamp_vert_color_in_shader;
+ !st->clamp_vert_color_in_shader &&
+ !st->lower_ucp;
st->shader_has_one_variant[MESA_SHADER_COMPUTE] = st->has_shareable_shaders;
st->bitmap.cache.empty = true;
return NULL;
}
+ /* This must be done after extensions are initialized to enable persistent
+ * mappings immediately.
+ */
+ _vbo_CreateContext(ctx, true);
+
_mesa_initialize_dispatch_tables(ctx);
_mesa_initialize_vbo_vtxfmt(ctx);
st_init_driver_flags(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);
simple_mtx_destroy(&st->zombie_sampler_views.mutex);
simple_mtx_destroy(&st->zombie_shaders.mutex);
- st_reference_prog(st, &st->fp, NULL);
- st_reference_prog(st, &st->gp, NULL);
- st_reference_prog(st, &st->vp, NULL);
- st_reference_prog(st, &st->tcp, NULL);
- st_reference_prog(st, &st->tep, NULL);
- st_reference_prog(st, &st->cp, NULL);
+ st_release_program(st, &st->fp);
+ st_release_program(st, &st->gp);
+ st_release_program(st, &st->vp);
+ st_release_program(st, &st->tcp);
+ st_release_program(st, &st->tep);
+ st_release_program(st, &st->cp);
/* release framebuffer in the winsys buffers list */
LIST_FOR_EACH_ENTRY_SAFE_REV(stfb, next, &st->winsys_buffers, head) {
st_destroy_program_variants(st);
+ /* Do not release debug_output yet because it might be in use by other threads.
+ * These threads will be terminated by _mesa_free_context_data and
+ * st_destroy_context_priv.
+ */
_mesa_free_context_data(ctx, false);
/* This will free the st_context too, so 'st' must not be accessed
st_destroy_context_priv(st, true);
st = NULL;
+ _mesa_destroy_debug_output(ctx);
+
free(ctx);
if (save_ctx == ctx) {