diff options
author | Timothy Arceri <[email protected]> | 2017-01-31 17:15:09 +1100 |
---|---|---|
committer | Timothy Arceri <[email protected]> | 2017-02-02 08:31:28 +1100 |
commit | a7050ea1f94b8169839a9b83f10669036e2ed0f6 (patch) | |
tree | 50249c91664e113b35262dc6831d5bba0ec1c6bd /src/mesa/state_tracker | |
parent | 8d3d8a6d4e68b184b58786d6a768ff000bdd2b37 (diff) |
st/mesa: create set_prog_affected_state_flags() helper
This will be used when restoring tgsi from the on-disk shader
cache.
Reviewed-by: Edward O'Callaghan <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
Diffstat (limited to 'src/mesa/state_tracker')
-rw-r--r-- | src/mesa/state_tracker/st_glsl_to_tgsi.cpp | 217 |
1 files changed, 111 insertions, 106 deletions
diff --git a/src/mesa/state_tracker/st_glsl_to_tgsi.cpp b/src/mesa/state_tracker/st_glsl_to_tgsi.cpp index 224789e3594..823a2b4fe98 100644 --- a/src/mesa/state_tracker/st_glsl_to_tgsi.cpp +++ b/src/mesa/state_tracker/st_glsl_to_tgsi.cpp @@ -6841,6 +6841,116 @@ set_affected_state_flags(uint64_t *states, *states |= new_atomics; } +static void +set_prog_affected_state_flags(struct gl_program *prog) +{ + uint64_t *states; + + /* This determines which states will be updated when the shader is bound. + */ + switch (prog->info.stage) { + case MESA_SHADER_VERTEX: + states = &((struct st_vertex_program*)prog)->affected_states; + + *states = ST_NEW_VS_STATE | + ST_NEW_RASTERIZER | + ST_NEW_VERTEX_ARRAYS; + + set_affected_state_flags(states, prog, + ST_NEW_VS_CONSTANTS, + ST_NEW_VS_SAMPLER_VIEWS, + ST_NEW_RENDER_SAMPLERS, + ST_NEW_VS_IMAGES, + ST_NEW_VS_UBOS, + ST_NEW_VS_SSBOS, + ST_NEW_VS_ATOMICS); + break; + + case MESA_SHADER_TESS_CTRL: + states = &((struct st_tessctrl_program*)prog)->affected_states; + + *states = ST_NEW_TCS_STATE; + + set_affected_state_flags(states, prog, + ST_NEW_TCS_CONSTANTS, + ST_NEW_TCS_SAMPLER_VIEWS, + ST_NEW_RENDER_SAMPLERS, + ST_NEW_TCS_IMAGES, + ST_NEW_TCS_UBOS, + ST_NEW_TCS_SSBOS, + ST_NEW_TCS_ATOMICS); + break; + + case MESA_SHADER_TESS_EVAL: + states = &((struct st_tesseval_program*)prog)->affected_states; + + *states = ST_NEW_TES_STATE | + ST_NEW_RASTERIZER; + + set_affected_state_flags(states, prog, + ST_NEW_TES_CONSTANTS, + ST_NEW_TES_SAMPLER_VIEWS, + ST_NEW_RENDER_SAMPLERS, + ST_NEW_TES_IMAGES, + ST_NEW_TES_UBOS, + ST_NEW_TES_SSBOS, + ST_NEW_TES_ATOMICS); + break; + + case MESA_SHADER_GEOMETRY: + states = &((struct st_geometry_program*)prog)->affected_states; + + *states = ST_NEW_GS_STATE | + ST_NEW_RASTERIZER; + + set_affected_state_flags(states, prog, + ST_NEW_GS_CONSTANTS, + ST_NEW_GS_SAMPLER_VIEWS, + ST_NEW_RENDER_SAMPLERS, + ST_NEW_GS_IMAGES, + ST_NEW_GS_UBOS, + ST_NEW_GS_SSBOS, + ST_NEW_GS_ATOMICS); + break; + + case MESA_SHADER_FRAGMENT: + states = &((struct st_fragment_program*)prog)->affected_states; + + /* gl_FragCoord and glDrawPixels always use constants. */ + *states = ST_NEW_FS_STATE | + ST_NEW_SAMPLE_SHADING | + ST_NEW_FS_CONSTANTS; + + set_affected_state_flags(states, prog, + ST_NEW_FS_CONSTANTS, + ST_NEW_FS_SAMPLER_VIEWS, + ST_NEW_RENDER_SAMPLERS, + ST_NEW_FS_IMAGES, + ST_NEW_FS_UBOS, + ST_NEW_FS_SSBOS, + ST_NEW_FS_ATOMICS); + break; + + case MESA_SHADER_COMPUTE: + states = &((struct st_compute_program*)prog)->affected_states; + + *states = ST_NEW_CS_STATE; + + set_affected_state_flags(states, prog, + ST_NEW_CS_CONSTANTS, + ST_NEW_CS_SAMPLER_VIEWS, + ST_NEW_CS_SAMPLERS, + ST_NEW_CS_IMAGES, + ST_NEW_CS_UBOS, + ST_NEW_CS_SSBOS, + ST_NEW_CS_ATOMICS); + break; + + default: + unreachable("unhandled shader stage"); + } +} + static struct gl_program * get_mesa_program(struct gl_context *ctx, struct gl_shader_program *shader_program, @@ -6866,112 +6976,7 @@ get_mesa_program(struct gl_context *ctx, } if (prog) { - uint64_t *states; - - /* This determines which states will be updated when the shader is - * bound. - */ - switch (shader->Stage) { - case MESA_SHADER_VERTEX: - states = &((struct st_vertex_program*)prog)->affected_states; - - *states = ST_NEW_VS_STATE | - ST_NEW_RASTERIZER | - ST_NEW_VERTEX_ARRAYS; - - set_affected_state_flags(states, prog, - ST_NEW_VS_CONSTANTS, - ST_NEW_VS_SAMPLER_VIEWS, - ST_NEW_RENDER_SAMPLERS, - ST_NEW_VS_IMAGES, - ST_NEW_VS_UBOS, - ST_NEW_VS_SSBOS, - ST_NEW_VS_ATOMICS); - break; - - case MESA_SHADER_TESS_CTRL: - states = &((struct st_tessctrl_program*)prog)->affected_states; - - *states = ST_NEW_TCS_STATE; - - set_affected_state_flags(states, prog, - ST_NEW_TCS_CONSTANTS, - ST_NEW_TCS_SAMPLER_VIEWS, - ST_NEW_RENDER_SAMPLERS, - ST_NEW_TCS_IMAGES, - ST_NEW_TCS_UBOS, - ST_NEW_TCS_SSBOS, - ST_NEW_TCS_ATOMICS); - break; - - case MESA_SHADER_TESS_EVAL: - states = &((struct st_tesseval_program*)prog)->affected_states; - - *states = ST_NEW_TES_STATE | - ST_NEW_RASTERIZER; - - set_affected_state_flags(states, prog, - ST_NEW_TES_CONSTANTS, - ST_NEW_TES_SAMPLER_VIEWS, - ST_NEW_RENDER_SAMPLERS, - ST_NEW_TES_IMAGES, - ST_NEW_TES_UBOS, - ST_NEW_TES_SSBOS, - ST_NEW_TES_ATOMICS); - break; - - case MESA_SHADER_GEOMETRY: - states = &((struct st_geometry_program*)prog)->affected_states; - - *states = ST_NEW_GS_STATE | - ST_NEW_RASTERIZER; - - set_affected_state_flags(states, prog, - ST_NEW_GS_CONSTANTS, - ST_NEW_GS_SAMPLER_VIEWS, - ST_NEW_RENDER_SAMPLERS, - ST_NEW_GS_IMAGES, - ST_NEW_GS_UBOS, - ST_NEW_GS_SSBOS, - ST_NEW_GS_ATOMICS); - break; - - case MESA_SHADER_FRAGMENT: - states = &((struct st_fragment_program*)prog)->affected_states; - - /* gl_FragCoord and glDrawPixels always use constants. */ - *states = ST_NEW_FS_STATE | - ST_NEW_SAMPLE_SHADING | - ST_NEW_FS_CONSTANTS; - - set_affected_state_flags(states, prog, - ST_NEW_FS_CONSTANTS, - ST_NEW_FS_SAMPLER_VIEWS, - ST_NEW_RENDER_SAMPLERS, - ST_NEW_FS_IMAGES, - ST_NEW_FS_UBOS, - ST_NEW_FS_SSBOS, - ST_NEW_FS_ATOMICS); - break; - - case MESA_SHADER_COMPUTE: - states = &((struct st_compute_program*)prog)->affected_states; - - *states = ST_NEW_CS_STATE; - - set_affected_state_flags(states, prog, - ST_NEW_CS_CONSTANTS, - ST_NEW_CS_SAMPLER_VIEWS, - ST_NEW_CS_SAMPLERS, - ST_NEW_CS_IMAGES, - ST_NEW_CS_UBOS, - ST_NEW_CS_SSBOS, - ST_NEW_CS_ATOMICS); - break; - - default: - unreachable("unhandled shader stage"); - } + set_prog_affected_state_flags(prog); } return prog; |