#include "main/arrayobj.h"
#include "main/mtypes.h"
-#include "state_tracker/st_api.h"
+#include "frontend/api.h"
#include "main/fbobject.h"
#include "state_tracker/st_atom.h"
#include "util/u_helpers.h"
#include "util/list.h"
#include "vbo/vbo.h"
#include "util/list.h"
+#include "cso_cache/cso_context.h"
#ifdef __cplusplus
struct draw_stage;
struct gen_mipmap_state;
struct st_context;
-struct st_fragment_program;
+struct st_program;
struct st_perf_monitor_group;
struct u_upload_mgr;
};
+/*
+ * Node for a linked list of dead shaders.
+ */
+struct st_zombie_shader_node
+{
+ void *shader;
+ enum pipe_shader_type type;
+ struct list_head node;
+};
+
+
struct st_context
{
struct st_context_iface iface;
struct draw_stage *rastpos_stage; /**< For glRasterPos */
GLboolean clamp_frag_color_in_shader;
GLboolean clamp_vert_color_in_shader;
+ boolean clamp_frag_depth_in_shader;
boolean has_stencil_export; /**< can do shader stencil export? */
boolean has_time_elapsed;
- boolean has_shader_model3;
boolean has_etc1;
boolean has_etc2;
boolean has_astc_2d_ldr;
+ boolean has_astc_5x5_ldr;
boolean prefer_blit_based_texture_transfer;
boolean force_persample_in_shader;
boolean has_shareable_shaders;
boolean has_indep_blend_func;
boolean needs_rgb_dst_alpha_override;
boolean can_bind_const_buffer_as_vertex;
+ boolean lower_flatshade;
+ boolean lower_alpha_test;
+ boolean lower_point_size;
+ boolean lower_two_sided_color;
+ boolean lower_ucp;
+
+ /* There are consequences for drivers wanting to call st_finalize_nir
+ * twice, once before shader caching and once after lowering for shader
+ * variants. If shader variants use lowering passes that are not ready
+ * for that, things can blow up.
+ *
+ * If this is true, st_finalize_nir and pipe_screen::finalize_nir will be
+ * called before the result is stored in the shader cache. If lowering for
+ * shader variants is invoked, the functions will be called again.
+ */
+ boolean allow_st_finalize_nir_twice;
/**
* If a shader can be created when we get its source.
*/
boolean invalidate_on_gl_viewport;
boolean draw_needs_minmax_index;
- boolean vertex_array_out_of_memory;
boolean has_hw_atomics;
+
+ /* driver supports scissored clears */
+ boolean can_scissor_clear;
+
/* Some state is contained in constant objects.
* Other state is just parameter values.
*/
struct pipe_blend_state blend;
struct pipe_depth_stencil_alpha_state depth_stencil;
struct pipe_rasterizer_state rasterizer;
+ struct pipe_sampler_state vert_samplers[PIPE_MAX_SAMPLERS];
struct pipe_sampler_state frag_samplers[PIPE_MAX_SAMPLERS];
+ GLuint num_vert_samplers;
GLuint num_frag_samplers;
+ struct pipe_sampler_view *vert_sampler_views[PIPE_MAX_SAMPLERS];
struct pipe_sampler_view *frag_sampler_views[PIPE_MAX_SAMPLERS];
GLuint num_sampler_views[PIPE_SHADER_TYPES];
struct pipe_clip_state clip;
GLboolean vertdata_edgeflags;
GLboolean edgeflag_culls_prims;
- struct st_vertex_program *vp; /**< Currently bound vertex program */
- struct st_fragment_program *fp; /**< Currently bound fragment program */
- struct st_common_program *gp; /**< Currently bound geometry program */
- struct st_common_program *tcp; /**< Currently bound tess control program */
- struct st_common_program *tep; /**< Currently bound tess eval program */
- struct st_compute_program *cp; /**< Currently bound compute program */
+ /**
+ * The number of currently active queries (excluding timer queries).
+ * This is used to know if we need to pause any queries for meta ops.
+ */
+ unsigned active_queries;
- struct st_vp_variant *vp_variant;
+ union {
+ struct {
+ struct st_program *vp; /**< Currently bound vertex program */
+ struct st_program *tcp; /**< Currently bound tess control program */
+ struct st_program *tep; /**< Currently bound tess eval program */
+ struct st_program *gp; /**< Currently bound geometry program */
+ struct st_program *fp; /**< Currently bound fragment program */
+ struct st_program *cp; /**< Currently bound compute program */
+ };
+ struct gl_program *current_program[MESA_SHADER_STAGES];
+ };
+
+ struct st_common_variant *vp_variant;
struct {
struct pipe_resource *pixelmap_texture;
} pbo;
/** for drawing with st_util_vertex */
- struct pipe_vertex_element util_velems[3];
+ struct cso_velems_state util_velems;
/** passthrough vertex shader matching the util_velem attributes */
void *passthrough_vs;
/* The number of vertex buffers from the last call of validate_arrays. */
unsigned last_num_vbuffers;
+ unsigned last_used_atomic_bindings[PIPE_SHADER_TYPES];
+ unsigned last_num_ssbos[PIPE_SHADER_TYPES];
+
int32_t draw_stamp;
int32_t read_stamp;
struct {
struct st_zombie_sampler_view_node list;
- mtx_t mutex;
+ simple_mtx_t mutex;
} zombie_sampler_views;
+
+ struct {
+ struct st_zombie_shader_node list;
+ simple_mtx_t mutex;
+ } zombie_shaders;
+
};
st_save_zombie_sampler_view(struct st_context *st,
struct pipe_sampler_view *view);
+extern void
+st_save_zombie_shader(struct st_context *st,
+ enum pipe_shader_type type,
+ struct pipe_shader_state *shader);
+
+
void
st_context_free_zombie_objects(struct st_context *st);