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|
/*
* 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 <olv@lunarg.com>
*/
#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->constant_buffers[sh].buffers) - 1;
/* find the last cbuf */
while (last_cbuf >= 0 &&
!ilo->constant_buffers[sh].buffers[last_cbuf].buffer)
last_cbuf--;
ilo->constant_buffers[sh].num_buffers = 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->samplers[shader].samplers;
unsigned i;
assert(start + count <= Elements(ilo->samplers[shader].samplers));
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->samplers[shader].num_samplers; i++)
dst[i] = NULL;
ilo->samplers[shader].num_samplers = 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->samplers[shader].num_samplers <= start + count) {
count += start;
while (count > 0 && !ilo->samplers[shader].samplers[count - 1])
count--;
ilo->samplers[shader].num_samplers = 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->constant_buffers));
assert(index < Elements(ilo->constant_buffers[shader].buffers));
cbuf = &ilo->constant_buffers[shader].buffers[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->constant_buffers[shader].num_buffers = 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->viewport.states[start_slot + i] = viewports[i];
if (ilo->viewport.count < start_slot + num_viewports)
ilo->viewport.count = start_slot + num_viewports;
}
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->sampler_views[shader].views;
unsigned i;
assert(start + count <= Elements(ilo->sampler_views[shader].views));
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->sampler_views[shader].num_views; i++)
pipe_sampler_view_reference(&dst[i], NULL);
ilo->sampler_views[shader].num_views = 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->sampler_views[shader].num_views <= start + count) {
count += start;
while (count > 0 && !ilo->sampler_views[shader].views[count - 1])
count--;
ilo->sampler_views[shader].num_views = 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->shader_resources.surfaces;
unsigned i;
assert(start + count <= Elements(ilo->shader_resources.surfaces));
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->shader_resources.num_surfaces <= start + count) {
count += start;
while (count > 0 && !ilo->shader_resources.surfaces[count - 1])
count--;
ilo->shader_resources.num_surfaces = 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->compute = 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->compute_resources.surfaces;
unsigned i;
assert(start + count <= Elements(ilo->compute_resources.surfaces));
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->compute_resources.num_surfaces <= start + count) {
count += start;
while (count > 0 && !ilo->compute_resources.surfaces[count - 1])
count--;
ilo->compute_resources.num_surfaces = 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.num_resources <= start + count) {
count += start;
while (count > 0 && !ilo->global_binding.resources[count - 1])
count--;
ilo->global_binding.num_resources = 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;
}
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