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/**************************************************************************
*
* Copyright 2003 VMware, Inc.
* All Rights Reserved.
*
* 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, sub license, 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 (including the
* next paragraph) 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 NON-INFRINGEMENT.
* IN NO EVENT SHALL VMWARE AND/OR ITS SUPPLIERS 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.
*
**************************************************************************/
#include <stdio.h>
#include "main/arrayobj.h"
#include "main/glheader.h"
#include "main/context.h"
#include "pipe/p_defines.h"
#include "st_context.h"
#include "st_atom.h"
#include "st_program.h"
#include "st_manager.h"
typedef void (*update_func_t)(struct st_context *st);
/* The list state update functions. */
static const update_func_t update_functions[] =
{
#define ST_STATE(FLAG, st_update) st_update,
#include "st_atom_list.h"
#undef ST_STATE
};
void st_init_atoms( struct st_context *st )
{
STATIC_ASSERT(ARRAY_SIZE(update_functions) <= 64);
}
void st_destroy_atoms( struct st_context *st )
{
/* no-op */
}
/* Too complex to figure out, just check every time:
*/
static void check_program_state( struct st_context *st )
{
struct gl_context *ctx = st->ctx;
struct st_vertex_program *old_vp = st->vp;
struct st_common_program *old_tcp = st->tcp;
struct st_common_program *old_tep = st->tep;
struct st_common_program *old_gp = st->gp;
struct st_fragment_program *old_fp = st->fp;
struct gl_program *new_vp = ctx->VertexProgram._Current;
struct gl_program *new_tcp = ctx->TessCtrlProgram._Current;
struct gl_program *new_tep = ctx->TessEvalProgram._Current;
struct gl_program *new_gp = ctx->GeometryProgram._Current;
struct gl_program *new_fp = ctx->FragmentProgram._Current;
uint64_t dirty = 0;
unsigned num_viewports = 1;
/* Flag states used by both new and old shaders to unbind shader resources
* properly when transitioning to shaders that don't use them.
*/
if (unlikely(new_vp != &old_vp->Base)) {
if (old_vp)
dirty |= old_vp->affected_states;
if (new_vp)
dirty |= ST_NEW_VERTEX_PROGRAM(st, st_vertex_program(new_vp));
}
if (unlikely(new_tcp != &old_tcp->Base)) {
if (old_tcp)
dirty |= old_tcp->affected_states;
if (new_tcp)
dirty |= st_common_program(new_tcp)->affected_states;
}
if (unlikely(new_tep != &old_tep->Base)) {
if (old_tep)
dirty |= old_tep->affected_states;
if (new_tep)
dirty |= st_common_program(new_tep)->affected_states;
}
if (unlikely(new_gp != &old_gp->Base)) {
if (old_gp)
dirty |= old_gp->affected_states;
if (new_gp)
dirty |= st_common_program(new_gp)->affected_states;
}
if (unlikely(new_fp != &old_fp->Base)) {
if (old_fp)
dirty |= old_fp->affected_states;
if (new_fp)
dirty |= st_fragment_program(new_fp)->affected_states;
}
/* Find out the number of viewports. This determines how many scissors
* and viewport states we need to update.
*/
struct gl_program *last_prim_shader = new_gp ? new_gp :
new_tep ? new_tep : new_vp;
if (last_prim_shader &&
last_prim_shader->info.outputs_written & VARYING_BIT_VIEWPORT)
num_viewports = ctx->Const.MaxViewports;
if (st->state.num_viewports != num_viewports) {
st->state.num_viewports = num_viewports;
dirty |= ST_NEW_VIEWPORT;
if (ctx->Scissor.EnableFlags & u_bit_consecutive(0, num_viewports))
dirty |= ST_NEW_SCISSOR;
}
st->dirty |= dirty;
}
static void check_attrib_edgeflag(struct st_context *st)
{
GLboolean vertdata_edgeflags, edgeflag_culls_prims, edgeflags_enabled;
struct gl_program *vp = st->ctx->VertexProgram._Current;
edgeflags_enabled = st->ctx->Polygon.FrontMode != GL_FILL ||
st->ctx->Polygon.BackMode != GL_FILL;
vertdata_edgeflags = edgeflags_enabled &&
_mesa_draw_edge_flag_array_enabled(st->ctx);
if (vertdata_edgeflags != st->vertdata_edgeflags) {
st->vertdata_edgeflags = vertdata_edgeflags;
if (vp)
st->dirty |= ST_NEW_VERTEX_PROGRAM(st, st_vertex_program(vp));
}
edgeflag_culls_prims = edgeflags_enabled && !vertdata_edgeflags &&
!st->ctx->Current.Attrib[VERT_ATTRIB_EDGEFLAG][0];
if (edgeflag_culls_prims != st->edgeflag_culls_prims) {
st->edgeflag_culls_prims = edgeflag_culls_prims;
st->dirty |= ST_NEW_RASTERIZER;
}
}
/***********************************************************************
* Update all derived state:
*/
void st_validate_state( struct st_context *st, enum st_pipeline pipeline )
{
struct gl_context *ctx = st->ctx;
uint64_t dirty, pipeline_mask;
uint32_t dirty_lo, dirty_hi;
/* Get Mesa driver state.
*
* Inactive states are shader states not used by shaders at the moment.
*/
st->dirty |= ctx->NewDriverState & st->active_states & ST_ALL_STATES_MASK;
ctx->NewDriverState = 0;
/* Get pipeline state. */
switch (pipeline) {
case ST_PIPELINE_RENDER:
if (st->ctx->API == API_OPENGL_COMPAT)
check_attrib_edgeflag(st);
if (st->gfx_shaders_may_be_dirty) {
check_program_state(st);
st->gfx_shaders_may_be_dirty = false;
}
st_manager_validate_framebuffers(st);
pipeline_mask = ST_PIPELINE_RENDER_STATE_MASK;
break;
case ST_PIPELINE_CLEAR:
st_manager_validate_framebuffers(st);
pipeline_mask = ST_PIPELINE_CLEAR_STATE_MASK;
break;
case ST_PIPELINE_META:
if (st->gfx_shaders_may_be_dirty) {
check_program_state(st);
st->gfx_shaders_may_be_dirty = false;
}
st_manager_validate_framebuffers(st);
pipeline_mask = ST_PIPELINE_META_STATE_MASK;
break;
case ST_PIPELINE_UPDATE_FRAMEBUFFER:
st_manager_validate_framebuffers(st);
pipeline_mask = ST_PIPELINE_UPDATE_FB_STATE_MASK;
break;
case ST_PIPELINE_COMPUTE: {
struct st_compute_program *old_cp = st->cp;
struct gl_program *new_cp = ctx->ComputeProgram._Current;
if (new_cp != &old_cp->Base) {
if (old_cp)
st->dirty |= old_cp->affected_states;
assert(new_cp);
st->dirty |= st_compute_program(new_cp)->affected_states;
}
st->compute_shader_may_be_dirty = false;
/*
* We add the ST_NEW_FB_STATE bit here as well, because glBindFramebuffer
* acts as a barrier that breaks feedback loops between the framebuffer
* and textures bound to the framebuffer, even when those textures are
* accessed by compute shaders; so we must inform the driver of new
* framebuffer state.
*/
pipeline_mask = ST_PIPELINE_COMPUTE_STATE_MASK | ST_NEW_FB_STATE;
break;
}
default:
unreachable("Invalid pipeline specified");
}
dirty = st->dirty & pipeline_mask;
if (!dirty)
return;
dirty_lo = dirty;
dirty_hi = dirty >> 32;
/* Update states.
*
* Don't use u_bit_scan64, it may be slower on 32-bit.
*/
while (dirty_lo)
update_functions[u_bit_scan(&dirty_lo)](st);
while (dirty_hi)
update_functions[32 + u_bit_scan(&dirty_hi)](st);
/* Clear the render or compute state bits. */
st->dirty &= ~pipeline_mask;
}
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