/* * Mesa 3-D graphics library * * Copyright (C) 2012-2013 LunarG, Inc. * * Permission is hereby granted, free of charge, to any person obtaining a * copy of this software and associated documentation files (the "Software"), * to deal in the Software without restriction, including without limitation * the rights to use, copy, modify, merge, publish, distribute, sublicense, * and/or sell copies of the Software, and to permit persons to whom the * Software is furnished to do so, subject to the following conditions: * * The above copyright notice and this permission notice shall be included * in all copies or substantial portions of the Software. * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER * DEALINGS IN THE SOFTWARE. * * Authors: * Chia-I Wu */ #include "util/u_framebuffer.h" #include "util/u_helpers.h" #include "ilo_context.h" #include "ilo_shader.h" #include "ilo_state.h" /* * We simply remember the pipe states here and derive HW commands/states from * them later. We could do better by deriving (some of the) HW * commands/states directly. */ static void finalize_shader_states(struct ilo_context *ilo) { /* this table is ugly and is a burden to maintain.. */ const struct { struct ilo_shader_state *state; struct ilo_shader *prev_shader; uint32_t prev_cache_seqno; uint32_t dirty; uint32_t deps; } sh[PIPE_SHADER_TYPES] = { [PIPE_SHADER_VERTEX] = { .state = ilo->vs, .prev_shader = (ilo->vs) ? ilo->vs->shader : NULL, .prev_cache_seqno = (ilo->vs) ? ilo->vs->shader->cache_seqno : 0, .dirty = ILO_DIRTY_VS, .deps = ILO_DIRTY_VERTEX_SAMPLER_VIEWS | ILO_DIRTY_RASTERIZER, }, [PIPE_SHADER_FRAGMENT] = { .state = ilo->fs, .prev_shader = (ilo->fs) ? ilo->fs->shader : NULL, .prev_cache_seqno = (ilo->fs) ? ilo->fs->shader->cache_seqno : 0, .dirty = ILO_DIRTY_FS, .deps = ILO_DIRTY_FRAGMENT_SAMPLER_VIEWS | ILO_DIRTY_RASTERIZER | ILO_DIRTY_FRAMEBUFFER, }, [PIPE_SHADER_GEOMETRY] = { .state = ilo->gs, .prev_shader = (ilo->gs) ? ilo->gs->shader : NULL, .prev_cache_seqno = (ilo->gs) ? ilo->gs->shader->cache_seqno : 0, .dirty = ILO_DIRTY_GS, .deps = ILO_DIRTY_GEOMETRY_SAMPLER_VIEWS | ILO_DIRTY_VS | ILO_DIRTY_RASTERIZER, }, [PIPE_SHADER_COMPUTE] = { .state = NULL, .prev_shader = NULL, .prev_cache_seqno = 0, .dirty = 0, .deps = 0, }, }; struct ilo_shader *shaders[PIPE_SHADER_TYPES]; int num_shaders = 0, i; for (i = 0; i < PIPE_SHADER_TYPES; i++) { /* no state bound */ if (!sh[i].state) continue; /* switch variant if the shader or the states it depends on changed */ if (ilo->dirty & (sh[i].dirty | sh[i].deps)) { struct ilo_shader_variant variant; ilo_shader_variant_init(&variant, &sh[i].state->info, ilo); ilo_shader_state_use_variant(sh[i].state, &variant); } shaders[num_shaders++] = sh[i].state->shader; } ilo_shader_cache_set(ilo->shader_cache, shaders, num_shaders); for (i = 0; i < PIPE_SHADER_TYPES; i++) { /* no state bound */ if (!sh[i].state) continue; /* * mark the shader state dirty if * * - a new variant is selected, or * - the kernel is uploaded to a different bo */ if (sh[i].state->shader != sh[i].prev_shader || sh[i].state->shader->cache_seqno != sh[i].prev_cache_seqno) ilo->dirty |= sh[i].dirty; } } static void finalize_constant_buffers(struct ilo_context *ilo) { int sh; if (!(ilo->dirty & ILO_DIRTY_CONSTANT_BUFFER)) return; for (sh = 0; sh < PIPE_SHADER_TYPES; sh++) { int last_cbuf = Elements(ilo->cbuf[sh].states) - 1; /* find the last cbuf */ while (last_cbuf >= 0 && !ilo->cbuf[sh].states[last_cbuf].buffer) last_cbuf--; ilo->cbuf[sh].count = last_cbuf + 1; } } /** * Finalize states. Some states depend on other states and are * incomplete/invalid until finalized. */ void ilo_finalize_states(struct ilo_context *ilo) { finalize_shader_states(ilo); finalize_constant_buffers(ilo); } static void * ilo_create_blend_state(struct pipe_context *pipe, const struct pipe_blend_state *state) { struct ilo_blend_state *blend; blend = MALLOC_STRUCT(ilo_blend_state); assert(blend); blend->state = *state; return blend; } static void ilo_bind_blend_state(struct pipe_context *pipe, void *state) { struct ilo_context *ilo = ilo_context(pipe); ilo->blend = state; ilo->dirty |= ILO_DIRTY_BLEND; } static void ilo_delete_blend_state(struct pipe_context *pipe, void *state) { FREE(state); } static void * ilo_create_sampler_state(struct pipe_context *pipe, const struct pipe_sampler_state *state) { struct pipe_sampler_state *sampler; sampler = MALLOC_STRUCT(pipe_sampler_state); assert(sampler); *sampler = *state; return sampler; } static void bind_samplers(struct ilo_context *ilo, unsigned shader, unsigned start, unsigned count, void **samplers, bool unbind_old) { struct pipe_sampler_state **dst = ilo->sampler[shader].states; unsigned i; assert(start + count <= Elements(ilo->sampler[shader].states)); if (unbind_old) { if (!samplers) { start = 0; count = 0; } for (i = 0; i < start; i++) dst[i] = NULL; for (; i < start + count; i++) dst[i] = samplers[i - start]; for (; i < ilo->sampler[shader].count; i++) dst[i] = NULL; ilo->sampler[shader].count = start + count; return; } dst += start; if (samplers) { for (i = 0; i < count; i++) dst[i] = samplers[i]; } else { for (i = 0; i < count; i++) dst[i] = NULL; } if (ilo->sampler[shader].count <= start + count) { count += start; while (count > 0 && !ilo->sampler[shader].states[count - 1]) count--; ilo->sampler[shader].count = count; } } static void ilo_bind_fragment_sampler_states(struct pipe_context *pipe, unsigned num_samplers, void **samplers) { struct ilo_context *ilo = ilo_context(pipe); bind_samplers(ilo, PIPE_SHADER_FRAGMENT, 0, num_samplers, samplers, true); ilo->dirty |= ILO_DIRTY_FRAGMENT_SAMPLERS; } static void ilo_bind_vertex_sampler_states(struct pipe_context *pipe, unsigned num_samplers, void **samplers) { struct ilo_context *ilo = ilo_context(pipe); bind_samplers(ilo, PIPE_SHADER_VERTEX, 0, num_samplers, samplers, true); ilo->dirty |= ILO_DIRTY_VERTEX_SAMPLERS; } static void ilo_bind_geometry_sampler_states(struct pipe_context *pipe, unsigned num_samplers, void **samplers) { struct ilo_context *ilo = ilo_context(pipe); bind_samplers(ilo, PIPE_SHADER_GEOMETRY, 0, num_samplers, samplers, true); ilo->dirty |= ILO_DIRTY_GEOMETRY_SAMPLERS; } static void ilo_bind_compute_sampler_states(struct pipe_context *pipe, unsigned start_slot, unsigned num_samplers, void **samplers) { struct ilo_context *ilo = ilo_context(pipe); bind_samplers(ilo, PIPE_SHADER_COMPUTE, start_slot, num_samplers, samplers, false); ilo->dirty |= ILO_DIRTY_COMPUTE_SAMPLERS; } static void ilo_delete_sampler_state(struct pipe_context *pipe, void *state) { FREE(state); } static void * ilo_create_rasterizer_state(struct pipe_context *pipe, const struct pipe_rasterizer_state *state) { struct ilo_rasterizer_state *rast; rast = MALLOC_STRUCT(ilo_rasterizer_state); assert(rast); rast->state = *state; return rast; } static void ilo_bind_rasterizer_state(struct pipe_context *pipe, void *state) { struct ilo_context *ilo = ilo_context(pipe); ilo->rasterizer = state; ilo->dirty |= ILO_DIRTY_RASTERIZER; } static void ilo_delete_rasterizer_state(struct pipe_context *pipe, void *state) { FREE(state); } static void * ilo_create_depth_stencil_alpha_state(struct pipe_context *pipe, const struct pipe_depth_stencil_alpha_state *state) { struct ilo_dsa_state *dsa; dsa = MALLOC_STRUCT(ilo_dsa_state); assert(dsa); dsa->state = *state; return dsa; } static void ilo_bind_depth_stencil_alpha_state(struct pipe_context *pipe, void *state) { struct ilo_context *ilo = ilo_context(pipe); ilo->dsa = state; ilo->dirty |= ILO_DIRTY_DEPTH_STENCIL_ALPHA; } static void ilo_delete_depth_stencil_alpha_state(struct pipe_context *pipe, void *state) { FREE(state); } static void * ilo_create_fs_state(struct pipe_context *pipe, const struct pipe_shader_state *state) { struct ilo_context *ilo = ilo_context(pipe); return ilo_shader_state_create(ilo, PIPE_SHADER_FRAGMENT, state); } static void ilo_bind_fs_state(struct pipe_context *pipe, void *state) { struct ilo_context *ilo = ilo_context(pipe); ilo->fs = state; ilo->dirty |= ILO_DIRTY_FS; } static void ilo_delete_fs_state(struct pipe_context *pipe, void *state) { struct ilo_shader_state *fs = (struct ilo_shader_state *) state; ilo_shader_state_destroy(fs); } static void * ilo_create_vs_state(struct pipe_context *pipe, const struct pipe_shader_state *state) { struct ilo_context *ilo = ilo_context(pipe); return ilo_shader_state_create(ilo, PIPE_SHADER_VERTEX, state); } static void ilo_bind_vs_state(struct pipe_context *pipe, void *state) { struct ilo_context *ilo = ilo_context(pipe); ilo->vs = state; ilo->dirty |= ILO_DIRTY_VS; } static void ilo_delete_vs_state(struct pipe_context *pipe, void *state) { struct ilo_shader_state *vs = (struct ilo_shader_state *) state; ilo_shader_state_destroy(vs); } static void * ilo_create_gs_state(struct pipe_context *pipe, const struct pipe_shader_state *state) { struct ilo_context *ilo = ilo_context(pipe); return ilo_shader_state_create(ilo, PIPE_SHADER_GEOMETRY, state); } static void ilo_bind_gs_state(struct pipe_context *pipe, void *state) { struct ilo_context *ilo = ilo_context(pipe); ilo->gs = state; ilo->dirty |= ILO_DIRTY_GS; } static void ilo_delete_gs_state(struct pipe_context *pipe, void *state) { struct ilo_shader_state *gs = (struct ilo_shader_state *) state; ilo_shader_state_destroy(gs); } static void * ilo_create_vertex_elements_state(struct pipe_context *pipe, unsigned num_elements, const struct pipe_vertex_element *elements) { struct ilo_ve_state *ve; ve = MALLOC_STRUCT(ilo_ve_state); assert(ve); memcpy(ve->states, elements, sizeof(*elements) * num_elements); ve->count = num_elements; return ve; } static void ilo_bind_vertex_elements_state(struct pipe_context *pipe, void *state) { struct ilo_context *ilo = ilo_context(pipe); ilo->ve = state; ilo->dirty |= ILO_DIRTY_VERTEX_ELEMENTS; } static void ilo_delete_vertex_elements_state(struct pipe_context *pipe, void *state) { struct ilo_ve_state *ve = state; FREE(ve); } static void ilo_set_blend_color(struct pipe_context *pipe, const struct pipe_blend_color *state) { struct ilo_context *ilo = ilo_context(pipe); ilo->blend_color = *state; ilo->dirty |= ILO_DIRTY_BLEND_COLOR; } static void ilo_set_stencil_ref(struct pipe_context *pipe, const struct pipe_stencil_ref *state) { struct ilo_context *ilo = ilo_context(pipe); ilo->stencil_ref = *state; ilo->dirty |= ILO_DIRTY_STENCIL_REF; } static void ilo_set_sample_mask(struct pipe_context *pipe, unsigned sample_mask) { struct ilo_context *ilo = ilo_context(pipe); ilo->sample_mask = sample_mask; ilo->dirty |= ILO_DIRTY_SAMPLE_MASK; } static void ilo_set_clip_state(struct pipe_context *pipe, const struct pipe_clip_state *state) { struct ilo_context *ilo = ilo_context(pipe); ilo->clip = *state; ilo->dirty |= ILO_DIRTY_CLIP; } static void ilo_set_constant_buffer(struct pipe_context *pipe, uint shader, uint index, struct pipe_constant_buffer *buf) { struct ilo_context *ilo = ilo_context(pipe); struct pipe_constant_buffer *cbuf; assert(shader < Elements(ilo->cbuf)); assert(index < Elements(ilo->cbuf[shader].states)); cbuf = &ilo->cbuf[shader].states[index]; pipe_resource_reference(&cbuf->buffer, NULL); if (buf) { pipe_resource_reference(&cbuf->buffer, buf->buffer); cbuf->buffer_offset = buf->buffer_offset; cbuf->buffer_size = buf->buffer_size; cbuf->user_buffer = buf->user_buffer; } else { cbuf->buffer_offset = 0; cbuf->buffer_size = 0; cbuf->user_buffer = 0; } /* the correct value will be set in ilo_finalize_states() */ ilo->cbuf[shader].count = 0; ilo->dirty |= ILO_DIRTY_CONSTANT_BUFFER; } static void ilo_set_framebuffer_state(struct pipe_context *pipe, const struct pipe_framebuffer_state *state) { struct ilo_context *ilo = ilo_context(pipe); util_copy_framebuffer_state(&ilo->fb.state, state); if (state->nr_cbufs) ilo->fb.num_samples = state->cbufs[0]->texture->nr_samples; else if (state->zsbuf) ilo->fb.num_samples = state->zsbuf->texture->nr_samples; else ilo->fb.num_samples = 1; if (!ilo->fb.num_samples) ilo->fb.num_samples = 1; ilo->dirty |= ILO_DIRTY_FRAMEBUFFER; } static void ilo_set_polygon_stipple(struct pipe_context *pipe, const struct pipe_poly_stipple *state) { struct ilo_context *ilo = ilo_context(pipe); ilo->poly_stipple = *state; ilo->dirty |= ILO_DIRTY_POLY_STIPPLE; } static void ilo_set_scissor_states(struct pipe_context *pipe, unsigned start_slot, unsigned num_scissors, const struct pipe_scissor_state *scissors) { struct ilo_context *ilo = ilo_context(pipe); unsigned i; for (i = 0; i < num_scissors; i++) ilo->scissor.states[start_slot + i] = scissors[i]; ilo->dirty |= ILO_DIRTY_SCISSOR; } static void ilo_set_viewport_states(struct pipe_context *pipe, unsigned start_slot, unsigned num_viewports, const struct pipe_viewport_state *viewports) { struct ilo_context *ilo = ilo_context(pipe); if (viewports) { unsigned i; for (i = 0; i < num_viewports; i++) { ilo_gpe_set_viewport_cso(ilo->dev, &viewports[i], &ilo->viewport.cso[start_slot + i]); } if (ilo->viewport.count < start_slot + num_viewports) ilo->viewport.count = start_slot + num_viewports; /* need to save viewport 0 for util_blitter */ if (!start_slot && num_viewports) ilo->viewport.viewport0 = viewports[0]; } else { if (ilo->viewport.count <= start_slot + num_viewports && ilo->viewport.count > start_slot) ilo->viewport.count = start_slot; } ilo->dirty |= ILO_DIRTY_VIEWPORT; } static void set_sampler_views(struct ilo_context *ilo, unsigned shader, unsigned start, unsigned count, struct pipe_sampler_view **views, bool unset_old) { struct pipe_sampler_view **dst = ilo->view[shader].states; unsigned i; assert(start + count <= Elements(ilo->view[shader].states)); if (unset_old) { if (!views) { start = 0; count = 0; } for (i = 0; i < start; i++) pipe_sampler_view_reference(&dst[i], NULL); for (; i < start + count; i++) pipe_sampler_view_reference(&dst[i], views[i - start]); for (; i < ilo->view[shader].count; i++) pipe_sampler_view_reference(&dst[i], NULL); ilo->view[shader].count = start + count; return; } dst += start; if (views) { for (i = 0; i < count; i++) pipe_sampler_view_reference(&dst[i], views[i]); } else { for (i = 0; i < count; i++) pipe_sampler_view_reference(&dst[i], NULL); } if (ilo->view[shader].count <= start + count) { count += start; while (count > 0 && !ilo->view[shader].states[count - 1]) count--; ilo->view[shader].count = count; } } static void ilo_set_fragment_sampler_views(struct pipe_context *pipe, unsigned num_views, struct pipe_sampler_view **views) { struct ilo_context *ilo = ilo_context(pipe); set_sampler_views(ilo, PIPE_SHADER_FRAGMENT, 0, num_views, views, true); ilo->dirty |= ILO_DIRTY_FRAGMENT_SAMPLER_VIEWS; } static void ilo_set_vertex_sampler_views(struct pipe_context *pipe, unsigned num_views, struct pipe_sampler_view **views) { struct ilo_context *ilo = ilo_context(pipe); set_sampler_views(ilo, PIPE_SHADER_VERTEX, 0, num_views, views, true); ilo->dirty |= ILO_DIRTY_VERTEX_SAMPLER_VIEWS; } static void ilo_set_geometry_sampler_views(struct pipe_context *pipe, unsigned num_views, struct pipe_sampler_view **views) { struct ilo_context *ilo = ilo_context(pipe); set_sampler_views(ilo, PIPE_SHADER_GEOMETRY, 0, num_views, views, true); ilo->dirty |= ILO_DIRTY_GEOMETRY_SAMPLER_VIEWS; } static void ilo_set_compute_sampler_views(struct pipe_context *pipe, unsigned start_slot, unsigned num_views, struct pipe_sampler_view **views) { struct ilo_context *ilo = ilo_context(pipe); set_sampler_views(ilo, PIPE_SHADER_COMPUTE, start_slot, num_views, views, false); ilo->dirty |= ILO_DIRTY_COMPUTE_SAMPLER_VIEWS; } static void ilo_set_shader_resources(struct pipe_context *pipe, unsigned start, unsigned count, struct pipe_surface **surfaces) { struct ilo_context *ilo = ilo_context(pipe); struct pipe_surface **dst = ilo->resource.states; unsigned i; assert(start + count <= Elements(ilo->resource.states)); dst += start; if (surfaces) { for (i = 0; i < count; i++) pipe_surface_reference(&dst[i], surfaces[i]); } else { for (i = 0; i < count; i++) pipe_surface_reference(&dst[i], NULL); } if (ilo->resource.count <= start + count) { count += start; while (count > 0 && !ilo->resource.states[count - 1]) count--; ilo->resource.count = count; } ilo->dirty |= ILO_DIRTY_SHADER_RESOURCES; } static void ilo_set_vertex_buffers(struct pipe_context *pipe, unsigned start_slot, unsigned num_buffers, const struct pipe_vertex_buffer *buffers) { struct ilo_context *ilo = ilo_context(pipe); util_set_vertex_buffers_mask(ilo->vb.states, &ilo->vb.enabled_mask, buffers, start_slot, num_buffers); ilo->dirty |= ILO_DIRTY_VERTEX_BUFFERS; } static void ilo_set_index_buffer(struct pipe_context *pipe, const struct pipe_index_buffer *state) { struct ilo_context *ilo = ilo_context(pipe); if (state) { ilo->ib.state.index_size = state->index_size; ilo->ib.state.offset = state->offset; pipe_resource_reference(&ilo->ib.state.buffer, state->buffer); ilo->ib.state.user_buffer = state->user_buffer; } else { ilo->ib.state.index_size = 0; ilo->ib.state.offset = 0; pipe_resource_reference(&ilo->ib.state.buffer, NULL); ilo->ib.state.user_buffer = NULL; } ilo->dirty |= ILO_DIRTY_INDEX_BUFFER; } static struct pipe_stream_output_target * ilo_create_stream_output_target(struct pipe_context *pipe, struct pipe_resource *res, unsigned buffer_offset, unsigned buffer_size) { struct pipe_stream_output_target *target; target = MALLOC_STRUCT(pipe_stream_output_target); assert(target); pipe_reference_init(&target->reference, 1); target->buffer = NULL; pipe_resource_reference(&target->buffer, res); target->context = pipe; target->buffer_offset = buffer_offset; target->buffer_size = buffer_size; return target; } static void ilo_set_stream_output_targets(struct pipe_context *pipe, unsigned num_targets, struct pipe_stream_output_target **targets, unsigned append_bitmask) { struct ilo_context *ilo = ilo_context(pipe); unsigned i; if (!targets) num_targets = 0; for (i = 0; i < num_targets; i++) pipe_so_target_reference(&ilo->so.states[i], targets[i]); for (; i < ilo->so.count; i++) pipe_so_target_reference(&ilo->so.states[i], NULL); ilo->so.count = num_targets; ilo->so.append_bitmask = append_bitmask; ilo->so.enabled = (ilo->so.count > 0); ilo->dirty |= ILO_DIRTY_STREAM_OUTPUT_TARGETS; } static void ilo_stream_output_target_destroy(struct pipe_context *pipe, struct pipe_stream_output_target *target) { pipe_resource_reference(&target->buffer, NULL); FREE(target); } static struct pipe_sampler_view * ilo_create_sampler_view(struct pipe_context *pipe, struct pipe_resource *res, const struct pipe_sampler_view *templ) { struct pipe_sampler_view *view; view = MALLOC_STRUCT(pipe_sampler_view); assert(view); *view = *templ; pipe_reference_init(&view->reference, 1); view->texture = NULL; pipe_resource_reference(&view->texture, res); view->context = pipe; return view; } static void ilo_sampler_view_destroy(struct pipe_context *pipe, struct pipe_sampler_view *view) { pipe_resource_reference(&view->texture, NULL); FREE(view); } static struct pipe_surface * ilo_create_surface(struct pipe_context *pipe, struct pipe_resource *res, const struct pipe_surface *templ) { struct pipe_surface *surface; surface = MALLOC_STRUCT(pipe_surface); assert(surface); *surface = *templ; pipe_reference_init(&surface->reference, 1); surface->texture = NULL; pipe_resource_reference(&surface->texture, res); surface->context = pipe; surface->width = u_minify(res->width0, surface->u.tex.level); surface->height = u_minify(res->height0, surface->u.tex.level); return surface; } static void ilo_surface_destroy(struct pipe_context *pipe, struct pipe_surface *surface) { pipe_resource_reference(&surface->texture, NULL); FREE(surface); } static void * ilo_create_compute_state(struct pipe_context *pipe, const struct pipe_compute_state *state) { struct ilo_context *ilo = ilo_context(pipe); return ilo_shader_state_create(ilo, PIPE_SHADER_COMPUTE, state); } static void ilo_bind_compute_state(struct pipe_context *pipe, void *state) { struct ilo_context *ilo = ilo_context(pipe); ilo->cs = state; ilo->dirty |= ILO_DIRTY_COMPUTE; } static void ilo_delete_compute_state(struct pipe_context *pipe, void *state) { struct ilo_shader_state *cs = (struct ilo_shader_state *) state; ilo_shader_state_destroy(cs); } static void ilo_set_compute_resources(struct pipe_context *pipe, unsigned start, unsigned count, struct pipe_surface **surfaces) { struct ilo_context *ilo = ilo_context(pipe); struct pipe_surface **dst = ilo->cs_resource.states; unsigned i; assert(start + count <= Elements(ilo->cs_resource.states)); dst += start; if (surfaces) { for (i = 0; i < count; i++) pipe_surface_reference(&dst[i], surfaces[i]); } else { for (i = 0; i < count; i++) pipe_surface_reference(&dst[i], NULL); } if (ilo->cs_resource.count <= start + count) { count += start; while (count > 0 && !ilo->cs_resource.states[count - 1]) count--; ilo->cs_resource.count = count; } ilo->dirty |= ILO_DIRTY_COMPUTE_RESOURCES; } static void ilo_set_global_binding(struct pipe_context *pipe, unsigned start, unsigned count, struct pipe_resource **resources, uint32_t **handles) { struct ilo_context *ilo = ilo_context(pipe); struct pipe_resource **dst = ilo->global_binding.resources; unsigned i; assert(start + count <= Elements(ilo->global_binding.resources)); dst += start; if (resources) { for (i = 0; i < count; i++) pipe_resource_reference(&dst[i], resources[i]); } else { for (i = 0; i < count; i++) pipe_resource_reference(&dst[i], NULL); } if (ilo->global_binding.count <= start + count) { count += start; while (count > 0 && !ilo->global_binding.resources[count - 1]) count--; ilo->global_binding.count = count; } ilo->dirty |= ILO_DIRTY_GLOBAL_BINDING; } /** * Initialize state-related functions. */ void ilo_init_state_functions(struct ilo_context *ilo) { STATIC_ASSERT(ILO_STATE_COUNT <= 32); ilo->base.create_blend_state = ilo_create_blend_state; ilo->base.bind_blend_state = ilo_bind_blend_state; ilo->base.delete_blend_state = ilo_delete_blend_state; ilo->base.create_sampler_state = ilo_create_sampler_state; ilo->base.bind_fragment_sampler_states = ilo_bind_fragment_sampler_states; ilo->base.bind_vertex_sampler_states = ilo_bind_vertex_sampler_states; ilo->base.bind_geometry_sampler_states = ilo_bind_geometry_sampler_states; ilo->base.bind_compute_sampler_states = ilo_bind_compute_sampler_states; ilo->base.delete_sampler_state = ilo_delete_sampler_state; ilo->base.create_rasterizer_state = ilo_create_rasterizer_state; ilo->base.bind_rasterizer_state = ilo_bind_rasterizer_state; ilo->base.delete_rasterizer_state = ilo_delete_rasterizer_state; ilo->base.create_depth_stencil_alpha_state = ilo_create_depth_stencil_alpha_state; ilo->base.bind_depth_stencil_alpha_state = ilo_bind_depth_stencil_alpha_state; ilo->base.delete_depth_stencil_alpha_state = ilo_delete_depth_stencil_alpha_state; ilo->base.create_fs_state = ilo_create_fs_state; ilo->base.bind_fs_state = ilo_bind_fs_state; ilo->base.delete_fs_state = ilo_delete_fs_state; ilo->base.create_vs_state = ilo_create_vs_state; ilo->base.bind_vs_state = ilo_bind_vs_state; ilo->base.delete_vs_state = ilo_delete_vs_state; ilo->base.create_gs_state = ilo_create_gs_state; ilo->base.bind_gs_state = ilo_bind_gs_state; ilo->base.delete_gs_state = ilo_delete_gs_state; ilo->base.create_vertex_elements_state = ilo_create_vertex_elements_state; ilo->base.bind_vertex_elements_state = ilo_bind_vertex_elements_state; ilo->base.delete_vertex_elements_state = ilo_delete_vertex_elements_state; ilo->base.set_blend_color = ilo_set_blend_color; ilo->base.set_stencil_ref = ilo_set_stencil_ref; ilo->base.set_sample_mask = ilo_set_sample_mask; ilo->base.set_clip_state = ilo_set_clip_state; ilo->base.set_constant_buffer = ilo_set_constant_buffer; ilo->base.set_framebuffer_state = ilo_set_framebuffer_state; ilo->base.set_polygon_stipple = ilo_set_polygon_stipple; ilo->base.set_scissor_states = ilo_set_scissor_states; ilo->base.set_viewport_states = ilo_set_viewport_states; ilo->base.set_fragment_sampler_views = ilo_set_fragment_sampler_views; ilo->base.set_vertex_sampler_views = ilo_set_vertex_sampler_views; ilo->base.set_geometry_sampler_views = ilo_set_geometry_sampler_views; ilo->base.set_compute_sampler_views = ilo_set_compute_sampler_views; ilo->base.set_shader_resources = ilo_set_shader_resources; ilo->base.set_vertex_buffers = ilo_set_vertex_buffers; ilo->base.set_index_buffer = ilo_set_index_buffer; ilo->base.create_stream_output_target = ilo_create_stream_output_target; ilo->base.stream_output_target_destroy = ilo_stream_output_target_destroy; ilo->base.set_stream_output_targets = ilo_set_stream_output_targets; ilo->base.create_sampler_view = ilo_create_sampler_view; ilo->base.sampler_view_destroy = ilo_sampler_view_destroy; ilo->base.create_surface = ilo_create_surface; ilo->base.surface_destroy = ilo_surface_destroy; ilo->base.create_compute_state = ilo_create_compute_state; ilo->base.bind_compute_state = ilo_bind_compute_state; ilo->base.delete_compute_state = ilo_delete_compute_state; ilo->base.set_compute_resources = ilo_set_compute_resources; ilo->base.set_global_binding = ilo_set_global_binding; }