#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 "st_cb_blit.h"
#include "st_cb_bufferobjects.h"
#include "st_cb_clear.h"
+#include "st_cb_compute.h"
#include "st_cb_condrender.h"
+#include "st_cb_copyimage.h"
#include "st_cb_drawpixels.h"
#include "st_cb_rasterpos.h"
#include "st_cb_drawtex.h"
#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"
#include "st_draw.h"
#include "st_extensions.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"
DEBUG_GET_ONCE_BOOL_OPTION(mesa_mvp_dp4, "MESA_MVP_DP4", FALSE)
+/**
+ * Called via ctx->Driver.Enable()
+ */
+static void st_Enable(struct gl_context * ctx, GLenum cap, GLboolean state)
+{
+ struct st_context *st = st_context(ctx);
+
+ switch (cap) {
+ case GL_DEBUG_OUTPUT:
+ case GL_DEBUG_OUTPUT_SYNCHRONOUS:
+ st_update_debug_callback(st);
+ break;
+ default:
+ break;
+ }
+}
+
+
+/**
+ * Called via ctx->Driver.QueryMemoryInfo()
+ */
+static void
+st_query_memory_info(struct gl_context *ctx, struct gl_memory_info *out)
+{
+ struct pipe_screen *screen = st_context(ctx)->pipe->screen;
+ struct pipe_memory_info info;
+
+ assert(screen->query_memory_info);
+ if (!screen->query_memory_info)
+ return;
+
+ screen->query_memory_info(screen, &info);
+
+ out->total_device_memory = info.total_device_memory;
+ out->avail_device_memory = info.avail_device_memory;
+ out->total_staging_memory = info.total_staging_memory;
+ out->avail_staging_memory = info.avail_staging_memory;
+ out->device_memory_evicted = info.device_memory_evicted;
+ out->nr_device_memory_evictions = info.nr_device_memory_evictions;
+}
+
+
+uint64_t
+st_get_active_states(struct gl_context *ctx)
+{
+ 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_fragment_program *fp =
+ st_fragment_program(ctx->FragmentProgram._Current);
+ struct st_compute_program *cp =
+ st_compute_program(ctx->ComputeProgram._Current);
+ uint64_t active_shader_states = 0;
+
+ if (vp)
+ active_shader_states |= vp->affected_states;
+ if (tcp)
+ active_shader_states |= tcp->affected_states;
+ if (tep)
+ active_shader_states |= tep->affected_states;
+ if (gp)
+ active_shader_states |= gp->affected_states;
+ if (fp)
+ active_shader_states |= fp->affected_states;
+ if (cp)
+ active_shader_states |= cp->affected_states;
+
+ /* Mark non-shader-resource shader states as "always active". */
+ return active_shader_states | ~ST_ALL_SHADER_RESOURCES;
+}
+
+
/**
* Called via ctx->Driver.UpdateState()
*/
-void st_invalidate_state(struct gl_context * ctx, GLuint new_state)
+void st_invalidate_state(struct gl_context * ctx, GLbitfield new_state)
{
struct st_context *st = st_context(ctx);
- /* Replace _NEW_FRAG_CLAMP with ST_NEW_FRAGMENT_PROGRAM for the fallback. */
- if (st->clamp_frag_color_in_shader && (new_state & _NEW_FRAG_CLAMP)) {
- new_state &= ~_NEW_FRAG_CLAMP;
- st->dirty.st |= ST_NEW_FRAGMENT_PROGRAM;
+ 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;
+ } 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;
+ else
+ st->dirty |= ST_NEW_RASTERIZER;
+ }
+ }
+
+ 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_PROJECTION |
+ _NEW_TRANSFORM) &&
+ 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;
+
+ if (new_state & _NEW_CURRENT_ATTRIB)
+ st->dirty |= ST_NEW_VERTEX_ARRAYS;
+
/* Update the vertex shader if ctx->Light._ClampVertexColor was changed. */
- if (st->clamp_vert_color_in_shader && (new_state & _NEW_LIGHT)) {
- st->dirty.st |= ST_NEW_VERTEX_PROGRAM;
+ if (st->clamp_vert_color_in_shader && (new_state & _NEW_LIGHT))
+ st->dirty |= ST_NEW_VS_STATE;
+
+ /* Which shaders are dirty will be determined manually. */
+ if (new_state & _NEW_PROGRAM) {
+ st->gfx_shaders_may_be_dirty = true;
+ st->compute_shader_may_be_dirty = true;
+ /* This will mask out unused shader resources. */
+ st->active_states = st_get_active_states(ctx);
}
- st->dirty.mesa |= new_state;
- st->dirty.st |= ST_NEW_MESA;
+ if (new_state & _NEW_TEXTURE) {
+ st->dirty |= st->active_states &
+ (ST_NEW_SAMPLER_VIEWS |
+ ST_NEW_SAMPLERS |
+ ST_NEW_IMAGE_UNITS);
+ if (ctx->FragmentProgram._Current &&
+ ctx->FragmentProgram._Current->ExternalSamplersUsed) {
+ st->dirty |= ST_NEW_FS_STATE;
+ }
+ }
+
+ 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);
}
+
+static void
+st_destroy_context_priv(struct st_context *st, bool destroy_pipe)
+{
+ uint shader, i;
+
+ st_destroy_atoms( st );
+ st_destroy_draw( st );
+ st_destroy_clear(st);
+ st_destroy_bitmap(st);
+ st_destroy_drawpix(st);
+ st_destroy_drawtex(st);
+ st_destroy_perfmon(st);
+ st_destroy_pbo_helpers(st);
+
+ for (shader = 0; shader < ARRAY_SIZE(st->state.sampler_views); shader++) {
+ for (i = 0; i < ARRAY_SIZE(st->state.sampler_views[0]); i++) {
+ pipe_sampler_view_release(st->pipe,
+ &st->state.sampler_views[shader][i]);
+ }
+ }
+
+ /* free glDrawPixels cache data */
+ free(st->drawpix_cache.image);
+ pipe_resource_reference(&st->drawpix_cache.texture, NULL);
+
+ /* free glReadPixels cache data */
+ st_invalidate_readpix_cache(st);
+
+ cso_destroy_context(st->cso_context);
+
+ if (st->pipe && destroy_pipe)
+ st->pipe->destroy(st->pipe);
+
+ free( st );
+}
+
+
static struct st_context *
st_create_context_priv( struct gl_context *ctx, struct pipe_context *pipe,
const struct st_config_options *options)
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.mesa = ~0;
- st->dirty.st = ~0;
-
- /* Create upload manager for vertex data for glBitmap, glDrawPixels,
- * glClear, etc.
- */
- st->uploader = u_upload_create(st->pipe, 65536, 4, PIPE_BIND_VERTEX_BUFFER);
-
- if (!screen->get_param(screen, PIPE_CAP_USER_INDEX_BUFFERS)) {
- st->indexbuf_uploader = u_upload_create(st->pipe, 128 * 1024, 4,
- PIPE_BIND_INDEX_BUFFER);
- }
-
- if (!screen->get_param(screen, PIPE_CAP_USER_CONSTANT_BUFFERS)) {
- unsigned alignment =
- screen->get_param(screen, PIPE_CAP_CONSTANT_BUFFER_OFFSET_ALIGNMENT);
+ st->dirty = ST_ALL_STATES_MASK;
- st->constbuf_uploader = u_upload_create(pipe, 128 * 1024, alignment,
- PIPE_BIND_CONSTANT_BUFFER);
- }
+ st->has_user_constbuf =
+ screen->get_param(screen, PIPE_CAP_USER_CONSTANT_BUFFERS);
- 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_bitmap(st);
st_init_clear(st);
st_init_draw( st );
+ st_init_pbo_helpers(st);
/* Choose texture target for glDrawPixels, glBitmap, renderbuffers */
if (pipe->screen->get_param(pipe->screen, PIPE_CAP_NPOT_TEXTURES))
else
st->internal_target = PIPE_TEXTURE_RECT;
- /* Vertex element objects used for drawing rectangles for glBitmap,
- * glDrawPixels, glClear, etc.
+ /* Setup vertex element info for 'struct st_util_vertex'.
*/
- for (i = 0; i < Elements(st->velems_util_draw); i++) {
- memset(&st->velems_util_draw[i], 0, sizeof(struct pipe_vertex_element));
- st->velems_util_draw[i].src_offset = i * 4 * sizeof(float);
- st->velems_util_draw[i].instance_divisor = 0;
- st->velems_util_draw[i].vertex_buffer_index =
- cso_get_aux_vertex_buffer_slot(st->cso_context);
- st->velems_util_draw[i].src_format = PIPE_FORMAT_R32G32B32A32_FLOAT;
+ {
+ const unsigned slot = cso_get_aux_vertex_buffer_slot(st->cso_context);
+
+ /* If this assertion ever fails all state tracker calls to
+ * cso_get_aux_vertex_buffer_slot() should be audited. This
+ * particular call would have to be moved to just before each
+ * drawing call.
+ */
+ assert(slot == 0);
+
+ 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 = slot;
+ 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 = slot;
+ 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 = slot;
+ st->util_velems[2].src_format = PIPE_FORMAT_R32G32_FLOAT;
}
/* we want all vertex data to be placed in buffer objects */
/* Need these flags:
*/
- st->ctx->FragmentProgram._MaintainTexEnvProgram = GL_TRUE;
+ ctx->FragmentProgram._MaintainTexEnvProgram = GL_TRUE;
- st->ctx->VertexProgram._MaintainTnlProgram = GL_TRUE;
-
- st->pixel_xfer.cache = _mesa_new_program_cache();
+ ctx->VertexProgram._MaintainTnlProgram = GL_TRUE;
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,
PIPE_TEXTURE_2D, 0,
PIPE_BIND_SAMPLER_VIEW);
+ st->has_etc2 = screen->is_format_supported(screen, PIPE_FORMAT_ETC2_RGB8,
+ PIPE_TEXTURE_2D, 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_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 =
!!(screen->get_param(screen, PIPE_CAP_TEXTURE_BORDER_COLOR_QUIRK) &
(PIPE_QUIRK_TEXTURE_BORDER_COLOR_SWIZZLE_NV50 |
PIPE_QUIRK_TEXTURE_BORDER_COLOR_SWIZZLE_R600));
+ st->has_time_elapsed =
+ screen->get_param(screen, PIPE_CAP_QUERY_TIME_ELAPSED);
+ st->has_half_float_packing =
+ screen->get_param(screen, PIPE_CAP_TGSI_PACK_HALF_FLOAT);
+ st->has_multi_draw_indirect =
+ screen->get_param(screen, PIPE_CAP_MULTI_DRAW_INDIRECT);
/* GL limits and extensions */
- st_init_limits(st);
- st_init_extensions(st);
+ st_init_limits(pipe->screen, &ctx->Const, &ctx->Extensions);
+ st_init_extensions(pipe->screen, &ctx->Const,
+ &ctx->Extensions, &st->options, ctx->Mesa_DXTn);
+
+ if (st_have_perfmon(st)) {
+ 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)) {
+ st->clamp_vert_color_in_shader = GL_TRUE;
+ }
+
+ if (!screen->get_param(screen, PIPE_CAP_FRAGMENT_COLOR_CLAMPED)) {
+ st->clamp_frag_color_in_shader = GL_TRUE;
+ }
+
+ /* For drivers which cannot do color clamping, it's better to just
+ * disable ARB_color_buffer_float in the core profile, because
+ * the clamping is deprecated there anyway. */
+ if (ctx->API == API_OPENGL_CORE &&
+ (st->clamp_frag_color_in_shader || st->clamp_vert_color_in_shader)) {
+ st->clamp_vert_color_in_shader = GL_FALSE;
+ st->clamp_frag_color_in_shader = GL_FALSE;
+ ctx->Extensions.ARB_color_buffer_float = GL_FALSE;
+ }
+ }
+
+ /* called after _mesa_create_context/_mesa_init_point, fix default user
+ * settable max point size up
+ */
+ ctx->Point.MaxSize = MAX2(ctx->Const.MaxPointSize,
+ ctx->Const.MaxPointSizeAA);
+ /* 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;
+ st->shader_has_one_variant[MESA_SHADER_COMPUTE] = st->has_shareable_shaders;
_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, false);
+ return NULL;
+ }
+
_mesa_initialize_dispatch_tables(ctx);
_mesa_initialize_vbo_vtxfmt(ctx);
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;
+ f->NewAtomicBuffer = ST_NEW_ATOMIC_BUFFER;
+ f->NewShaderStorageBuffer = ST_NEW_STORAGE_BUFFER;
+ f->NewImageUnits = ST_NEW_IMAGE_UNITS;
}
struct st_context *st_create_context(gl_api api, struct pipe_context *pipe,
struct gl_context *ctx;
struct gl_context *shareCtx = share ? share->ctx : NULL;
struct dd_function_table funcs;
+ 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) {
+ ctx = calloc(1, sizeof(struct gl_context));
+ if (!ctx)
+ return NULL;
+
+ if (!_mesa_initialize_context(ctx, api, visual, shareCtx, &funcs)) {
+ free(ctx);
return NULL;
}
+ st_debug_init();
+
+ if (pipe->screen->get_disk_shader_cache &&
+ !(ST_DEBUG & DEBUG_TGSI))
+ ctx->Cache = pipe->screen->get_disk_shader_cache(pipe->screen);
+
st_init_driver_flags(&ctx->DriverFlags);
/* 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->ShaderCompilerOptions[MESA_SHADER_VERTEX].OptimizeForAOS = GL_TRUE;
-
- return st_create_context_priv(ctx, pipe, options);
-}
-
+ ctx->Const.ShaderCompilerOptions[MESA_SHADER_VERTEX].OptimizeForAOS = GL_TRUE;
-static void st_destroy_context_priv( struct st_context *st )
-{
- uint shader, i;
-
- st_destroy_atoms( st );
- st_destroy_draw( st );
- st_destroy_clear(st);
- st_destroy_bitmap(st);
- st_destroy_drawpix(st);
- st_destroy_drawtex(st);
-
- for (shader = 0; shader < Elements(st->state.sampler_views); shader++) {
- for (i = 0; i < Elements(st->state.sampler_views[0]); i++) {
- pipe_sampler_view_release(st->pipe,
- &st->state.sampler_views[shader][i]);
- }
+ st = st_create_context_priv(ctx, pipe, options);
+ if (!st) {
+ _mesa_destroy_context(ctx);
}
- if (st->default_texture) {
- st->ctx->Driver.DeleteTexture(st->ctx, st->default_texture);
- st->default_texture = NULL;
- }
-
- 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( st );
+ return st;
}
void st_destroy_context( struct st_context *st )
{
- struct pipe_context *pipe = st->pipe;
- struct cso_context *cso = st->cso_context;
struct gl_context *ctx = st->ctx;
GLuint i;
- _mesa_HashWalk(ctx->Shared->TexObjects, destroy_tex_sampler_cb, st);
+ /* This must be called first so that glthread has a chance to finish */
+ _mesa_glthread_destroy(ctx);
- /* need to unbind and destroy CSO objects before anything else */
- cso_release_all(st->cso_context);
+ _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_vertprog(st, &st->vp, NULL);
+ st_reference_tesscprog(st, &st->tcp, NULL);
+ st_reference_tesseprog(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);
}
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);
- 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);
-
- _vbo_DestroyContext(st->ctx);
+ _vbo_DestroyContext(ctx);
st_destroy_program_variants(st);
/* 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;
- cso_destroy_context(cso);
-
- pipe->destroy( pipe );
-
free(ctx);
}
+static void
+st_emit_string_marker(struct gl_context *ctx, const GLchar *string, GLsizei len)
+{
+ struct st_context *st = ctx->st;
+ st->pipe->emit_string_marker(st->pipe, string, len);
+}
+
+static void
+st_set_background_context(struct gl_context *ctx)
+{
+ 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);
+}
-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_bufferobject_functions(screen, functions);
st_init_clear_functions(functions);
st_init_bitmap_functions(functions);
+ st_init_copy_image_functions(functions);
st_init_drawpixels_functions(functions);
st_init_rasterpos_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);
+ st_init_compute_functions(functions);
st_init_xformfb_functions(functions);
st_init_syncobj_functions(functions);
st_init_vdpau_functions(functions);
+ if (screen->get_param(screen, PIPE_CAP_STRING_MARKER))
+ functions->EmitStringMarker = st_emit_string_marker;
+
+ functions->Enable = st_Enable;
functions->UpdateState = st_invalidate_state;
+ functions->QueryMemoryInfo = st_query_memory_info;
+ functions->SetBackgroundContext = st_set_background_context;
}