X-Git-Url: https://git.libre-soc.org/?a=blobdiff_plain;f=src%2Fmesa%2Fstate_tracker%2Fst_atom.c;h=586d5b670f172f402903cd7569711bcdc4d6803f;hb=f512965b0b3d70525424f100e534b8ac0a43a376;hp=32b8602a9d4ecfad6788785c7bbe345822b637b9;hpb=c8fe3b9dca73e3b91979d92ba4136b302001b3bb;p=mesa.git diff --git a/src/mesa/state_tracker/st_atom.c b/src/mesa/state_tracker/st_atom.c index 32b8602a9d4..586d5b670f1 100644 --- a/src/mesa/state_tracker/st_atom.c +++ b/src/mesa/state_tracker/st_atom.c @@ -27,6 +27,7 @@ #include +#include "main/arrayobj.h" #include "main/glheader.h" #include "main/context.h" @@ -35,12 +36,15 @@ #include "st_atom.h" #include "st_program.h" #include "st_manager.h" +#include "st_util.h" +typedef void (*update_func_t)(struct st_context *st); + /* The list state update functions. */ -static const struct st_tracked_state *atoms[] = +static const update_func_t update_functions[] = { -#define ST_STATE(FLAG, st_update) &st_update, +#define ST_STATE(FLAG, st_update) st_update, #include "st_atom_list.h" #undef ST_STATE }; @@ -48,7 +52,7 @@ static const struct st_tracked_state *atoms[] = void st_init_atoms( struct st_context *st ) { - STATIC_ASSERT(ARRAY_SIZE(atoms) <= 64); + STATIC_ASSERT(ARRAY_SIZE(update_functions) <= 64); } @@ -63,33 +67,93 @@ void st_destroy_atoms( struct st_context *st ) static void check_program_state( struct st_context *st ) { struct gl_context *ctx = st->ctx; + struct st_vertex_program *old_vp = st->vp; + struct st_common_program *old_tcp = st->tcp; + struct st_common_program *old_tep = st->tep; + struct st_common_program *old_gp = st->gp; + struct st_common_program *old_fp = st->fp; + + struct gl_program *new_vp = ctx->VertexProgram._Current; + struct gl_program *new_tcp = ctx->TessCtrlProgram._Current; + struct gl_program *new_tep = ctx->TessEvalProgram._Current; + struct gl_program *new_gp = ctx->GeometryProgram._Current; + struct gl_program *new_fp = ctx->FragmentProgram._Current; + uint64_t dirty = 0; + unsigned num_viewports = 1; + + /* Flag states used by both new and old shaders to unbind shader resources + * properly when transitioning to shaders that don't use them. + */ + if (unlikely(new_vp != &old_vp->Base)) { + if (old_vp) + dirty |= old_vp->affected_states; + if (new_vp) + dirty |= ST_NEW_VERTEX_PROGRAM(st, st_vertex_program(new_vp)); + } + + if (unlikely(new_tcp != &old_tcp->Base)) { + if (old_tcp) + dirty |= old_tcp->affected_states; + if (new_tcp) + dirty |= st_common_program(new_tcp)->affected_states; + } + + if (unlikely(new_tep != &old_tep->Base)) { + if (old_tep) + dirty |= old_tep->affected_states; + if (new_tep) + dirty |= st_common_program(new_tep)->affected_states; + } + + if (unlikely(new_gp != &old_gp->Base)) { + if (old_gp) + dirty |= old_gp->affected_states; + if (new_gp) + dirty |= st_common_program(new_gp)->affected_states; + } + + if (unlikely(new_fp != &old_fp->Base)) { + if (old_fp) + dirty |= old_fp->affected_states; + if (new_fp) + dirty |= st_common_program(new_fp)->affected_states; + } + + /* Find out the number of viewports. This determines how many scissors + * and viewport states we need to update. + */ + struct gl_program *last_prim_shader = new_gp ? new_gp : + new_tep ? new_tep : new_vp; + if (last_prim_shader && + last_prim_shader->info.outputs_written & VARYING_BIT_VIEWPORT) + num_viewports = ctx->Const.MaxViewports; - if (ctx->VertexProgram._Current != &st->vp->Base) - st->dirty |= ST_NEW_VERTEX_PROGRAM; + if (st->state.num_viewports != num_viewports) { + st->state.num_viewports = num_viewports; + dirty |= ST_NEW_VIEWPORT; - if (ctx->FragmentProgram._Current != &st->fp->Base) - st->dirty |= ST_NEW_FRAGMENT_PROGRAM; + if (ctx->Scissor.EnableFlags & u_bit_consecutive(0, num_viewports)) + dirty |= ST_NEW_SCISSOR; + } - if (ctx->GeometryProgram._Current != &st->gp->Base) - st->dirty |= ST_NEW_GEOMETRY_PROGRAM; + st->dirty |= dirty; } static void check_attrib_edgeflag(struct st_context *st) { - const struct gl_client_array **arrays = st->ctx->Array._DrawArrays; GLboolean vertdata_edgeflags, edgeflag_culls_prims, edgeflags_enabled; - - if (!arrays) - return; + struct gl_program *vp = st->ctx->VertexProgram._Current; edgeflags_enabled = st->ctx->Polygon.FrontMode != GL_FILL || st->ctx->Polygon.BackMode != GL_FILL; vertdata_edgeflags = edgeflags_enabled && - arrays[VERT_ATTRIB_EDGEFLAG]->StrideB != 0; + _mesa_draw_edge_flag_array_enabled(st->ctx); + if (vertdata_edgeflags != st->vertdata_edgeflags) { st->vertdata_edgeflags = vertdata_edgeflags; - st->dirty |= ST_NEW_VERTEX_PROGRAM; + if (vp) + st->dirty |= ST_NEW_VERTEX_PROGRAM(st, st_vertex_program(vp)); } edgeflag_culls_prims = edgeflags_enabled && !vertdata_edgeflags && @@ -107,25 +171,77 @@ static void check_attrib_edgeflag(struct st_context *st) void st_validate_state( struct st_context *st, enum st_pipeline pipeline ) { + struct gl_context *ctx = st->ctx; uint64_t dirty, pipeline_mask; uint32_t dirty_lo, dirty_hi; - /* Get Mesa driver state. */ - st->dirty |= st->ctx->NewDriverState & ST_ALL_STATES_MASK; - st->ctx->NewDriverState = 0; + /* Get Mesa driver state. + * + * Inactive states are shader states not used by shaders at the moment. + */ + st->dirty |= ctx->NewDriverState & st->active_states & ST_ALL_STATES_MASK; + ctx->NewDriverState = 0; /* Get pipeline state. */ switch (pipeline) { case ST_PIPELINE_RENDER: - check_attrib_edgeflag(st); - check_program_state(st); + if (st->ctx->API == API_OPENGL_COMPAT) + check_attrib_edgeflag(st); + + if (st->gfx_shaders_may_be_dirty) { + check_program_state(st); + st->gfx_shaders_may_be_dirty = false; + } + st_manager_validate_framebuffers(st); pipeline_mask = ST_PIPELINE_RENDER_STATE_MASK; break; - case ST_PIPELINE_COMPUTE: - pipeline_mask = ST_PIPELINE_COMPUTE_STATE_MASK; + + case ST_PIPELINE_CLEAR: + st_manager_validate_framebuffers(st); + pipeline_mask = ST_PIPELINE_CLEAR_STATE_MASK; + break; + + case ST_PIPELINE_META: + if (st->gfx_shaders_may_be_dirty) { + check_program_state(st); + st->gfx_shaders_may_be_dirty = false; + } + + st_manager_validate_framebuffers(st); + pipeline_mask = ST_PIPELINE_META_STATE_MASK; + break; + + case ST_PIPELINE_UPDATE_FRAMEBUFFER: + st_manager_validate_framebuffers(st); + pipeline_mask = ST_PIPELINE_UPDATE_FB_STATE_MASK; + break; + + case ST_PIPELINE_COMPUTE: { + struct st_common_program *old_cp = st->cp; + struct gl_program *new_cp = ctx->ComputeProgram._Current; + + if (new_cp != &old_cp->Base) { + if (old_cp) + st->dirty |= old_cp->affected_states; + assert(new_cp); + st->dirty |= st_common_program(new_cp)->affected_states; + } + + st->compute_shader_may_be_dirty = false; + + /* + * We add the ST_NEW_FB_STATE bit here as well, because glBindFramebuffer + * acts as a barrier that breaks feedback loops between the framebuffer + * and textures bound to the framebuffer, even when those textures are + * accessed by compute shaders; so we must inform the driver of new + * framebuffer state. + */ + pipeline_mask = ST_PIPELINE_COMPUTE_STATE_MASK | ST_NEW_FB_STATE; break; + } + default: unreachable("Invalid pipeline specified"); } @@ -142,9 +258,9 @@ void st_validate_state( struct st_context *st, enum st_pipeline pipeline ) * Don't use u_bit_scan64, it may be slower on 32-bit. */ while (dirty_lo) - atoms[u_bit_scan(&dirty_lo)]->update(st); + update_functions[u_bit_scan(&dirty_lo)](st); while (dirty_hi) - atoms[32 + u_bit_scan(&dirty_hi)]->update(st); + update_functions[32 + u_bit_scan(&dirty_hi)](st); /* Clear the render or compute state bits. */ st->dirty &= ~pipeline_mask;