#include "freedreno_context.h"
+#include "ir3_shader.h"
+
+
struct fd3_context {
struct fd_context base;
* shader:
*/
unsigned fsaturate_s, fsaturate_t, fsaturate_r;
+
+ /* some state changes require a different shader variant. Keep
+ * track of this so we know when we need to re-emit shader state
+ * due to variant change. See fixup_shader_state()
+ */
+ struct ir3_shader_key last_key;
};
static INLINE struct fd3_context *
info);
}
+/* fixup dirty shader state in case some "unrelated" (from the state-
+ * tracker's perspective) state change causes us to switch to a
+ * different variant.
+ */
+static void
+fixup_shader_state(struct fd_context *ctx, struct ir3_shader_key *key)
+{
+ struct fd3_context *fd3_ctx = fd3_context(ctx);
+ struct ir3_shader_key *last_key = &fd3_ctx->last_key;
+
+ if (memcmp(last_key, key, sizeof(*key))) {
+ ctx->dirty |= FD_DIRTY_PROG;
+
+ if ((last_key->vsaturate_s != key->vsaturate_s) ||
+ (last_key->vsaturate_t != key->vsaturate_t) ||
+ (last_key->vsaturate_r != key->vsaturate_r))
+ ctx->prog.dirty |= FD_SHADER_DIRTY_VP;
+
+ if ((last_key->fsaturate_s != key->fsaturate_s) ||
+ (last_key->fsaturate_t != key->fsaturate_t) ||
+ (last_key->fsaturate_r != key->fsaturate_r))
+ ctx->prog.dirty |= FD_SHADER_DIRTY_FP;
+
+ if (last_key->color_two_side != key->color_two_side)
+ ctx->prog.dirty |= FD_SHADER_DIRTY_FP;
+
+ if (last_key->half_precision != key->half_precision)
+ ctx->prog.dirty |= FD_SHADER_DIRTY_FP;
+
+ if (last_key->alpha != key->alpha)
+ ctx->prog.dirty |= FD_SHADER_DIRTY_FP;
+
+ fd3_ctx->last_key = *key;
+ }
+}
+
static void
fd3_draw(struct fd_context *ctx, const struct pipe_draw_info *info)
{
- unsigned dirty = ctx->dirty;
struct fd3_context *fd3_ctx = fd3_context(ctx);
struct ir3_shader_key key = {
/* do binning pass first: */
.fsaturate_t = fd3_ctx->fsaturate_t,
.fsaturate_r = fd3_ctx->fsaturate_r,
};
+ unsigned dirty;
+
+ fixup_shader_state(ctx, &key);
+
+ dirty = ctx->dirty;
draw_impl(ctx, info, ctx->binning_ring,
dirty & ~(FD_DIRTY_BLEND), key);