This just needs to be done by st_validate_state.
v2: add "shaders_may_be_dirty" flags for not skipping st_validate_state
on _NEW_PROGRAM to detect real shader changes
Reviewed-by: Nicolai Hähnle <nicolai.haehnle@amd.com>
if (ctx->GeometryProgram._Current != &st->gp->Base)
st->dirty |= ST_NEW_GEOMETRY_PROGRAM;
+
+ if (ctx->TessCtrlProgram._Current != &st->tcp->Base)
+ st->dirty |= ST_NEW_TESSCTRL_PROGRAM;
+
+ if (ctx->TessEvalProgram._Current != &st->tep->Base)
+ st->dirty |= ST_NEW_TESSEVAL_PROGRAM;
+
+ st->gfx_shaders_may_be_dirty = false;
}
static void check_attrib_edgeflag(struct st_context *st)
pipeline_mask &= ~ST_NEW_GS_RESOURCES;
if (!ctx->Transform.ClipPlanesEnabled)
pipeline_mask &= ~ST_NEW_CLIP_STATE;
+
break;
case ST_PIPELINE_COMPUTE:
+ if (ctx->ComputeProgram._Current != &st->cp->Base)
+ st->dirty |= ST_NEW_COMPUTE_PROGRAM;
+
+ st->compute_shader_may_be_dirty = false;
pipeline_mask = ST_PIPELINE_COMPUTE_STATE_MASK;
break;
default:
* explicitly uploaded in the draw_bitmap_quad() function.
*/
if ((st->dirty | ctx->NewDriverState) & ~ST_NEW_CONSTANTS &
- ST_PIPELINE_RENDER_STATE_MASK) {
+ ST_PIPELINE_RENDER_STATE_MASK ||
+ st->gfx_shaders_may_be_dirty) {
st_validate_state(st, ST_PIPELINE_RENDER);
}
if (ctx->NewState)
_mesa_update_state(ctx);
- if ((st->dirty | ctx->NewDriverState) & ST_PIPELINE_COMPUTE_STATE_MASK)
+ if ((st->dirty | ctx->NewDriverState) & ST_PIPELINE_COMPUTE_STATE_MASK ||
+ st->compute_shader_may_be_dirty)
st_validate_state(st, ST_PIPELINE_COMPUTE);
for (unsigned i = 0; i < 3; i++) {
#include "st_atifs_to_tgsi.h"
-
-/**
- * Called via ctx->Driver.BindProgram() to bind an ARB vertex or
- * fragment program.
- */
-static void
-st_bind_program(struct gl_context *ctx, GLenum target, struct gl_program *prog)
-{
- struct st_context *st = st_context(ctx);
-
- switch (target) {
- case GL_VERTEX_PROGRAM_ARB:
- st->dirty |= ST_NEW_VERTEX_PROGRAM;
- break;
- case GL_FRAGMENT_PROGRAM_ARB:
- st->dirty |= ST_NEW_FRAGMENT_PROGRAM;
- break;
- case GL_GEOMETRY_PROGRAM_NV:
- st->dirty |= ST_NEW_GEOMETRY_PROGRAM;
- break;
- case GL_TESS_CONTROL_PROGRAM_NV:
- st->dirty |= ST_NEW_TESSCTRL_PROGRAM;
- break;
- case GL_TESS_EVALUATION_PROGRAM_NV:
- st->dirty |= ST_NEW_TESSEVAL_PROGRAM;
- break;
- case GL_COMPUTE_PROGRAM_NV:
- st->dirty |= ST_NEW_COMPUTE_PROGRAM;
- break;
- }
-}
-
-
-/**
- * Called via ctx->Driver.UseProgram() to bind a linked GLSL program
- * (vertex shader + fragment shader).
- */
-static void
-st_use_program(struct gl_context *ctx, struct gl_shader_program *shProg)
-{
- struct st_context *st = st_context(ctx);
-
- st->dirty |= ST_NEW_FRAGMENT_PROGRAM;
- st->dirty |= ST_NEW_VERTEX_PROGRAM;
- st->dirty |= ST_NEW_GEOMETRY_PROGRAM;
- st->dirty |= ST_NEW_TESSCTRL_PROGRAM;
- st->dirty |= ST_NEW_TESSEVAL_PROGRAM;
- st->dirty |= ST_NEW_COMPUTE_PROGRAM;
-}
-
-
/**
* Called via ctx->Driver.NewProgram() to allocate a new vertex or
* fragment program.
void
st_init_program_functions(struct dd_function_table *functions)
{
- functions->BindProgram = st_bind_program;
- functions->UseProgram = st_use_program;
functions->NewProgram = st_new_program;
functions->DeleteProgram = st_delete_program;
functions->ProgramStringNotify = st_program_string_notify;
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 is the only core Mesa module we depend upon.
* No longer use swrast, swsetup, tnl.
*/
uint64_t dirty; /**< dirty states */
+ /* If true, further analysis of states is required to know if something
+ * has changed. Used mainly for shaders.
+ */
+ bool gfx_shaders_may_be_dirty;
+ bool compute_shader_may_be_dirty;
+
GLboolean vertdata_edgeflags;
GLboolean edgeflag_culls_prims;
st_invalidate_readpix_cache(st);
/* Validate state. */
- if ((st->dirty | ctx->NewDriverState) & ST_PIPELINE_RENDER_STATE_MASK) {
+ if ((st->dirty | ctx->NewDriverState) & ST_PIPELINE_RENDER_STATE_MASK ||
+ st->gfx_shaders_may_be_dirty) {
st_validate_state(st, ST_PIPELINE_RENDER);
}
assert(stride);
/* Validate state. */
- if ((st->dirty | ctx->NewDriverState) & ST_PIPELINE_RENDER_STATE_MASK) {
+ if ((st->dirty | ctx->NewDriverState) & ST_PIPELINE_RENDER_STATE_MASK ||
+ st->gfx_shaders_may_be_dirty) {
st_validate_state(st, ST_PIPELINE_RENDER);
}