#include "program/prog_cache.h"
#include "vbo/vbo.h"
#include "glapi/glapi.h"
+#include "st_manager.h"
#include "st_context.h"
#include "st_debug.h"
#include "st_cb_bitmap.h"
#include "st_cb_eglimage.h"
#include "st_cb_fbo.h"
#include "st_cb_feedback.h"
+#include "st_cb_memoryobjects.h"
#include "st_cb_msaa.h"
#include "st_cb_perfmon.h"
#include "st_cb_program.h"
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_FRAG_CLAMP) {
if (st->clamp_frag_color_in_shader)
st->dirty |= ST_NEW_FS_STATE;
st->dirty |= ST_NEW_FS_STATE;
}
}
-
- if (new_state & _NEW_PROGRAM_CONSTANTS)
- st->dirty |= st->active_states & ST_NEW_CONSTANTS;
}
static struct st_context *
st_create_context_priv( struct gl_context *ctx, struct pipe_context *pipe,
- const struct st_config_options *options)
+ const struct st_config_options *options, bool no_error)
{
struct pipe_screen *screen = pipe->screen;
uint i;
ctx->VertexProgram._MaintainTnlProgram = GL_TRUE;
+ if (no_error)
+ ctx->Const.ContextFlags |= GL_CONTEXT_FLAG_NO_ERROR_BIT_KHR;
+
st->has_stencil_export =
screen->get_param(screen, PIPE_CAP_SHADER_STENCIL_EXPORT);
st->has_shader_model3 = screen->get_param(screen, PIPE_CAP_SM3);
_mesa_initialize_vbo_vtxfmt(ctx);
st_init_driver_flags(st);
+ /* Initialize context's winsys buffers list */
+ LIST_INITHEAD(&st->winsys_buffers);
+
return st;
}
f->NewRasterizerDiscard = ST_NEW_RASTERIZER;
f->NewUniformBuffer = ST_NEW_UNIFORM_BUFFER;
f->NewDefaultTessLevels = ST_NEW_TESS_STATE;
+
+ /* Shader resources */
f->NewTextureBuffer = ST_NEW_SAMPLER_VIEWS;
f->NewAtomicBuffer = ST_NEW_ATOMIC_BUFFER;
f->NewShaderStorageBuffer = ST_NEW_STORAGE_BUFFER;
f->NewImageUnits = ST_NEW_IMAGE_UNITS;
+
+ f->NewShaderConstants[MESA_SHADER_VERTEX] = ST_NEW_VS_CONSTANTS;
+ f->NewShaderConstants[MESA_SHADER_TESS_CTRL] = ST_NEW_TCS_CONSTANTS;
+ f->NewShaderConstants[MESA_SHADER_TESS_EVAL] = ST_NEW_TES_CONSTANTS;
+ f->NewShaderConstants[MESA_SHADER_GEOMETRY] = ST_NEW_GS_CONSTANTS;
+ f->NewShaderConstants[MESA_SHADER_FRAGMENT] = ST_NEW_FS_CONSTANTS;
+ f->NewShaderConstants[MESA_SHADER_COMPUTE] = ST_NEW_CS_CONSTANTS;
+
f->NewWindowRectangles = ST_NEW_WINDOW_RECTANGLES;
f->NewFramebufferSRGB = ST_NEW_FB_STATE;
f->NewScissorRect = ST_NEW_SCISSOR;
f->NewScissorTest = ST_NEW_SCISSOR | ST_NEW_RASTERIZER;
f->NewAlphaTest = ST_NEW_DSA;
f->NewBlend = ST_NEW_BLEND;
- f->NewBlendColor = ST_NEW_BLEND; /* TODO: add an atom for blend color */
+ f->NewBlendColor = ST_NEW_BLEND_COLOR;
f->NewColorMask = ST_NEW_BLEND;
f->NewDepth = ST_NEW_DSA;
f->NewLogicOp = ST_NEW_BLEND;
f->NewDepthClamp = ST_NEW_RASTERIZER;
f->NewLineState = ST_NEW_RASTERIZER;
f->NewPolygonState = ST_NEW_RASTERIZER;
+ f->NewPolygonStipple = ST_NEW_POLY_STIPPLE;
f->NewViewport = ST_NEW_VIEWPORT;
}
struct st_context *st_create_context(gl_api api, struct pipe_context *pipe,
const struct gl_config *visual,
struct st_context *share,
- const struct st_config_options *options)
+ const struct st_config_options *options,
+ bool no_error)
{
struct gl_context *ctx;
struct gl_context *shareCtx = share ? share->ctx : NULL;
if (debug_get_option_mesa_mvp_dp4())
ctx->Const.ShaderCompilerOptions[MESA_SHADER_VERTEX].OptimizeForAOS = GL_TRUE;
- st = st_create_context_priv(ctx, pipe, options);
+ st = st_create_context_priv(ctx, pipe, options, no_error);
if (!st) {
_mesa_destroy_context(ctx);
}
void st_destroy_context( struct st_context *st )
{
struct gl_context *ctx = st->ctx;
+ struct st_framebuffer *stfb, *next;
+
+ GET_CURRENT_CONTEXT(curctx);
+ if (curctx == NULL) {
+
+ /* No current context, but we need one to release
+ * renderbuffer surface when we release framebuffer.
+ * So temporarily bind the context.
+ */
+ _mesa_make_current(ctx, NULL, NULL);
+ }
/* This must be called first so that glthread has a chance to finish */
_mesa_glthread_destroy(ctx);
st_reference_prog(st, &st->tep, NULL);
st_reference_compprog(st, &st->cp, NULL);
+ /* release framebuffer in the winsys buffers list */
+ LIST_FOR_EACH_ENTRY_SAFE_REV(stfb, next, &st->winsys_buffers, head) {
+ st_framebuffer_reference(&stfb, NULL);
+ }
+
pipe_sampler_view_reference(&st->pixel_xfer.pixelmap_sampler_view, NULL);
pipe_resource_reference(&st->pixel_xfer.pixelmap_texture, NULL);
}
static void
-st_set_background_context(struct gl_context *ctx)
+st_set_background_context(struct gl_context *ctx,
+ struct util_queue_monitoring *queue_info)
{
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);
+ smapi->set_background_context(&st->iface, queue_info);
+}
+
+static void
+st_get_device_uuid(struct gl_context *ctx, char *uuid)
+{
+ struct pipe_screen *screen = st_context(ctx)->pipe->screen;
+
+ assert(GL_UUID_SIZE_EXT >= PIPE_UUID_SIZE);
+ memset(uuid, 0, GL_UUID_SIZE_EXT);
+ screen->get_device_uuid(screen, uuid);
+}
+
+static void
+st_get_driver_uuid(struct gl_context *ctx, char *uuid)
+{
+ struct pipe_screen *screen = st_context(ctx)->pipe->screen;
+
+ assert(GL_UUID_SIZE_EXT >= PIPE_UUID_SIZE);
+ memset(uuid, 0, GL_UUID_SIZE_EXT);
+ screen->get_driver_uuid(screen, uuid);
}
void st_init_driver_functions(struct pipe_screen *screen,
st_init_fbo_functions(functions);
st_init_feedback_functions(functions);
+ st_init_memoryobject_functions(functions);
st_init_msaa_functions(functions);
st_init_perfmon_functions(functions);
st_init_program_functions(functions);
functions->UpdateState = st_invalidate_state;
functions->QueryMemoryInfo = st_query_memory_info;
functions->SetBackgroundContext = st_set_background_context;
+ functions->GetDriverUuid = st_get_device_uuid;
+ functions->GetDeviceUuid = st_get_driver_uuid;
}