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      1 /**************************************************************************
      2  *
      3  * Copyright 2003 VMware, Inc.
      4  * All Rights Reserved.
      5  *
      6  * Permission is hereby granted, free of charge, to any person obtaining a
      7  * copy of this software and associated documentation files (the
      8  * "Software"), to deal in the Software without restriction, including
      9  * without limitation the rights to use, copy, modify, merge, publish,
     10  * distribute, sub license, and/or sell copies of the Software, and to
     11  * permit persons to whom the Software is furnished to do so, subject to
     12  * the following conditions:
     13  *
     14  * The above copyright notice and this permission notice (including the
     15  * next paragraph) shall be included in all copies or substantial portions
     16  * of the Software.
     17  *
     18  * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
     19  * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
     20  * MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT.
     21  * IN NO EVENT SHALL VMWARE AND/OR ITS SUPPLIERS BE LIABLE FOR
     22  * ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
     23  * TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
     24  * SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
     25  *
     26  **************************************************************************/
     27 
     28 
     29 #include <stdio.h>
     30 #include "main/glheader.h"
     31 #include "main/context.h"
     32 
     33 #include "pipe/p_defines.h"
     34 #include "st_context.h"
     35 #include "st_atom.h"
     36 #include "st_program.h"
     37 #include "st_manager.h"
     38 
     39 typedef void (*update_func_t)(struct st_context *st);
     40 
     41 /* The list state update functions. */
     42 static const update_func_t update_functions[] =
     43 {
     44 #define ST_STATE(FLAG, st_update) st_update,
     45 #include "st_atom_list.h"
     46 #undef ST_STATE
     47 };
     48 
     49 
     50 void st_init_atoms( struct st_context *st )
     51 {
     52    STATIC_ASSERT(ARRAY_SIZE(update_functions) <= 64);
     53 }
     54 
     55 
     56 void st_destroy_atoms( struct st_context *st )
     57 {
     58    /* no-op */
     59 }
     60 
     61 
     62 /* Too complex to figure out, just check every time:
     63  */
     64 static void check_program_state( struct st_context *st )
     65 {
     66    struct gl_context *ctx = st->ctx;
     67    struct st_vertex_program *old_vp = st->vp;
     68    struct st_common_program *old_tcp = st->tcp;
     69    struct st_common_program *old_tep = st->tep;
     70    struct st_common_program *old_gp = st->gp;
     71    struct st_fragment_program *old_fp = st->fp;
     72 
     73    struct gl_program *new_vp = ctx->VertexProgram._Current;
     74    struct gl_program *new_tcp = ctx->TessCtrlProgram._Current;
     75    struct gl_program *new_tep = ctx->TessEvalProgram._Current;
     76    struct gl_program *new_gp = ctx->GeometryProgram._Current;
     77    struct gl_program *new_fp = ctx->FragmentProgram._Current;
     78    uint64_t dirty = 0;
     79    unsigned num_viewports = 1;
     80 
     81    /* Flag states used by both new and old shaders to unbind shader resources
     82     * properly when transitioning to shaders that don't use them.
     83     */
     84    if (unlikely(new_vp != &old_vp->Base)) {
     85       if (old_vp)
     86          dirty |= old_vp->affected_states;
     87       if (new_vp)
     88          dirty |= ST_NEW_VERTEX_PROGRAM(st, st_vertex_program(new_vp));
     89    }
     90 
     91    if (unlikely(new_tcp != &old_tcp->Base)) {
     92       if (old_tcp)
     93          dirty |= old_tcp->affected_states;
     94       if (new_tcp)
     95          dirty |= st_common_program(new_tcp)->affected_states;
     96    }
     97 
     98    if (unlikely(new_tep != &old_tep->Base)) {
     99       if (old_tep)
    100          dirty |= old_tep->affected_states;
    101       if (new_tep)
    102          dirty |= st_common_program(new_tep)->affected_states;
    103    }
    104 
    105    if (unlikely(new_gp != &old_gp->Base)) {
    106       if (old_gp)
    107          dirty |= old_gp->affected_states;
    108       if (new_gp)
    109          dirty |= st_common_program(new_gp)->affected_states;
    110    }
    111 
    112    if (unlikely(new_fp != &old_fp->Base)) {
    113       if (old_fp)
    114          dirty |= old_fp->affected_states;
    115       if (new_fp)
    116          dirty |= st_fragment_program(new_fp)->affected_states;
    117    }
    118 
    119    /* Find out the number of viewports. This determines how many scissors
    120     * and viewport states we need to update.
    121     */
    122    struct gl_program *last_prim_shader = new_gp ? new_gp :
    123                                          new_tep ? new_tep : new_vp;
    124    if (last_prim_shader &&
    125        last_prim_shader->info.outputs_written & VARYING_BIT_VIEWPORT)
    126       num_viewports = ctx->Const.MaxViewports;
    127 
    128    if (st->state.num_viewports != num_viewports) {
    129       st->state.num_viewports = num_viewports;
    130       dirty |= ST_NEW_VIEWPORT;
    131 
    132       if (ctx->Scissor.EnableFlags & u_bit_consecutive(0, num_viewports))
    133          dirty |= ST_NEW_SCISSOR;
    134    }
    135 
    136    st->dirty |= dirty;
    137 }
    138 
    139 static void check_attrib_edgeflag(struct st_context *st)
    140 {
    141    const struct gl_vertex_array **arrays = st->ctx->Array._DrawArrays;
    142    GLboolean vertdata_edgeflags, edgeflag_culls_prims, edgeflags_enabled;
    143    struct gl_program *vp = st->ctx->VertexProgram._Current;
    144 
    145    if (!arrays)
    146       return;
    147 
    148    edgeflags_enabled = st->ctx->Polygon.FrontMode != GL_FILL ||
    149                        st->ctx->Polygon.BackMode != GL_FILL;
    150 
    151    vertdata_edgeflags = edgeflags_enabled &&
    152                         arrays[VERT_ATTRIB_EDGEFLAG]->StrideB != 0;
    153    if (vertdata_edgeflags != st->vertdata_edgeflags) {
    154       st->vertdata_edgeflags = vertdata_edgeflags;
    155       if (vp)
    156          st->dirty |= ST_NEW_VERTEX_PROGRAM(st, st_vertex_program(vp));
    157    }
    158 
    159    edgeflag_culls_prims = edgeflags_enabled && !vertdata_edgeflags &&
    160                           !st->ctx->Current.Attrib[VERT_ATTRIB_EDGEFLAG][0];
    161    if (edgeflag_culls_prims != st->edgeflag_culls_prims) {
    162       st->edgeflag_culls_prims = edgeflag_culls_prims;
    163       st->dirty |= ST_NEW_RASTERIZER;
    164    }
    165 }
    166 
    167 
    168 /***********************************************************************
    169  * Update all derived state:
    170  */
    171 
    172 void st_validate_state( struct st_context *st, enum st_pipeline pipeline )
    173 {
    174    struct gl_context *ctx = st->ctx;
    175    uint64_t dirty, pipeline_mask;
    176    uint32_t dirty_lo, dirty_hi;
    177 
    178    /* Get Mesa driver state.
    179     *
    180     * Inactive states are shader states not used by shaders at the moment.
    181     */
    182    st->dirty |= ctx->NewDriverState & st->active_states & ST_ALL_STATES_MASK;
    183    ctx->NewDriverState = 0;
    184 
    185    /* Get pipeline state. */
    186    switch (pipeline) {
    187    case ST_PIPELINE_RENDER:
    188       if (st->ctx->API == API_OPENGL_COMPAT)
    189          check_attrib_edgeflag(st);
    190 
    191       if (st->gfx_shaders_may_be_dirty) {
    192          check_program_state(st);
    193          st->gfx_shaders_may_be_dirty = false;
    194       }
    195 
    196       st_manager_validate_framebuffers(st);
    197 
    198       pipeline_mask = ST_PIPELINE_RENDER_STATE_MASK;
    199       break;
    200 
    201    case ST_PIPELINE_CLEAR:
    202       st_manager_validate_framebuffers(st);
    203       pipeline_mask = ST_PIPELINE_CLEAR_STATE_MASK;
    204       break;
    205 
    206    case ST_PIPELINE_UPDATE_FRAMEBUFFER:
    207       st_manager_validate_framebuffers(st);
    208       pipeline_mask = ST_PIPELINE_UPDATE_FB_STATE_MASK;
    209       break;
    210 
    211    case ST_PIPELINE_COMPUTE: {
    212       struct st_compute_program *old_cp = st->cp;
    213       struct gl_program *new_cp = ctx->ComputeProgram._Current;
    214 
    215       if (new_cp != &old_cp->Base) {
    216          if (old_cp)
    217             st->dirty |= old_cp->affected_states;
    218          assert(new_cp);
    219          st->dirty |= st_compute_program(new_cp)->affected_states;
    220       }
    221 
    222       st->compute_shader_may_be_dirty = false;
    223 
    224       /*
    225        * We add the ST_NEW_FB_STATE bit here as well, because glBindFramebuffer
    226        * acts as a barrier that breaks feedback loops between the framebuffer
    227        * and textures bound to the framebuffer, even when those textures are
    228        * accessed by compute shaders; so we must inform the driver of new
    229        * framebuffer state.
    230        */
    231       pipeline_mask = ST_PIPELINE_COMPUTE_STATE_MASK | ST_NEW_FB_STATE;
    232       break;
    233    }
    234 
    235    default:
    236       unreachable("Invalid pipeline specified");
    237    }
    238 
    239    dirty = st->dirty & pipeline_mask;
    240    if (!dirty)
    241       return;
    242 
    243    dirty_lo = dirty;
    244    dirty_hi = dirty >> 32;
    245 
    246    /* Update states.
    247     *
    248     * Don't use u_bit_scan64, it may be slower on 32-bit.
    249     */
    250    while (dirty_lo)
    251       update_functions[u_bit_scan(&dirty_lo)](st);
    252    while (dirty_hi)
    253       update_functions[32 + u_bit_scan(&dirty_hi)](st);
    254 
    255    /* Clear the render or compute state bits. */
    256    st->dirty &= ~pipeline_mask;
    257 }
    258