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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 
     40 /* The list state update functions. */
     41 static const struct st_tracked_state *atoms[] =
     42 {
     43 #define ST_STATE(FLAG, st_update) &st_update,
     44 #include "st_atom_list.h"
     45 #undef ST_STATE
     46 };
     47 
     48 
     49 void st_init_atoms( struct st_context *st )
     50 {
     51    STATIC_ASSERT(ARRAY_SIZE(atoms) <= 64);
     52 }
     53 
     54 
     55 void st_destroy_atoms( struct st_context *st )
     56 {
     57    /* no-op */
     58 }
     59 
     60 
     61 /* Too complex to figure out, just check every time:
     62  */
     63 static void check_program_state( struct st_context *st )
     64 {
     65    struct gl_context *ctx = st->ctx;
     66    struct st_vertex_program *old_vp = st->vp;
     67    struct st_tessctrl_program *old_tcp = st->tcp;
     68    struct st_tesseval_program *old_tep = st->tep;
     69    struct st_geometry_program *old_gp = st->gp;
     70    struct st_fragment_program *old_fp = st->fp;
     71 
     72    struct gl_program *new_vp = ctx->VertexProgram._Current;
     73    struct gl_program *new_tcp = ctx->TessCtrlProgram._Current;
     74    struct gl_program *new_tep = ctx->TessEvalProgram._Current;
     75    struct gl_program *new_gp = ctx->GeometryProgram._Current;
     76    struct gl_program *new_fp = ctx->FragmentProgram._Current;
     77    uint64_t dirty = 0;
     78 
     79    /* Flag states used by both new and old shaders to unbind shader resources
     80     * properly when transitioning to shaders that don't use them.
     81     */
     82    if (unlikely(new_vp != &old_vp->Base)) {
     83       if (old_vp)
     84          dirty |= old_vp->affected_states;
     85       if (new_vp)
     86          dirty |= ST_NEW_VERTEX_PROGRAM(st, st_vertex_program(new_vp));
     87    }
     88 
     89    if (unlikely(new_tcp != &old_tcp->Base)) {
     90       if (old_tcp)
     91          dirty |= old_tcp->affected_states;
     92       if (new_tcp)
     93          dirty |= st_tessctrl_program(new_tcp)->affected_states;
     94    }
     95 
     96    if (unlikely(new_tep != &old_tep->Base)) {
     97       if (old_tep)
     98          dirty |= old_tep->affected_states;
     99       if (new_tep)
    100          dirty |= st_tesseval_program(new_tep)->affected_states;
    101    }
    102 
    103    if (unlikely(new_gp != &old_gp->Base)) {
    104       if (old_gp)
    105          dirty |= old_gp->affected_states;
    106       if (new_gp)
    107          dirty |= st_geometry_program(new_gp)->affected_states;
    108    }
    109 
    110    if (unlikely(new_fp != &old_fp->Base)) {
    111       if (old_fp)
    112          dirty |= old_fp->affected_states;
    113       if (new_fp)
    114          dirty |= st_fragment_program(new_fp)->affected_states;
    115    }
    116 
    117    st->dirty |= dirty;
    118    st->gfx_shaders_may_be_dirty = false;
    119 }
    120 
    121 static void check_attrib_edgeflag(struct st_context *st)
    122 {
    123    const struct gl_vertex_array **arrays = st->ctx->Array._DrawArrays;
    124    GLboolean vertdata_edgeflags, edgeflag_culls_prims, edgeflags_enabled;
    125    struct gl_program *vp = st->ctx->VertexProgram._Current;
    126 
    127    if (!arrays)
    128       return;
    129 
    130    edgeflags_enabled = st->ctx->Polygon.FrontMode != GL_FILL ||
    131                        st->ctx->Polygon.BackMode != GL_FILL;
    132 
    133    vertdata_edgeflags = edgeflags_enabled &&
    134                         arrays[VERT_ATTRIB_EDGEFLAG]->StrideB != 0;
    135    if (vertdata_edgeflags != st->vertdata_edgeflags) {
    136       st->vertdata_edgeflags = vertdata_edgeflags;
    137       if (vp)
    138          st->dirty |= ST_NEW_VERTEX_PROGRAM(st, st_vertex_program(vp));
    139    }
    140 
    141    edgeflag_culls_prims = edgeflags_enabled && !vertdata_edgeflags &&
    142                           !st->ctx->Current.Attrib[VERT_ATTRIB_EDGEFLAG][0];
    143    if (edgeflag_culls_prims != st->edgeflag_culls_prims) {
    144       st->edgeflag_culls_prims = edgeflag_culls_prims;
    145       st->dirty |= ST_NEW_RASTERIZER;
    146    }
    147 }
    148 
    149 
    150 /***********************************************************************
    151  * Update all derived state:
    152  */
    153 
    154 void st_validate_state( struct st_context *st, enum st_pipeline pipeline )
    155 {
    156    struct gl_context *ctx = st->ctx;
    157    uint64_t dirty, pipeline_mask;
    158    uint32_t dirty_lo, dirty_hi;
    159 
    160    /* Get Mesa driver state.
    161     *
    162     * Inactive states are shader states not used by shaders at the moment.
    163     */
    164    st->dirty |= ctx->NewDriverState & st->active_states & ST_ALL_STATES_MASK;
    165    ctx->NewDriverState = 0;
    166 
    167    /* Get pipeline state. */
    168    switch (pipeline) {
    169    case ST_PIPELINE_RENDER:
    170       if (st->ctx->API == API_OPENGL_COMPAT)
    171          check_attrib_edgeflag(st);
    172 
    173       check_program_state(st);
    174       st_manager_validate_framebuffers(st);
    175 
    176       pipeline_mask = ST_PIPELINE_RENDER_STATE_MASK;
    177       break;
    178 
    179    case ST_PIPELINE_COMPUTE: {
    180       struct st_compute_program *old_cp = st->cp;
    181       struct gl_program *new_cp = ctx->ComputeProgram._Current;
    182 
    183       if (new_cp != &old_cp->Base) {
    184          if (old_cp)
    185             st->dirty |= old_cp->affected_states;
    186          assert(new_cp);
    187          st->dirty |= st_compute_program(new_cp)->affected_states;
    188       }
    189 
    190       st->compute_shader_may_be_dirty = false;
    191 
    192       /*
    193        * We add the ST_NEW_FB_STATE bit here as well, because glBindFramebuffer
    194        * acts as a barrier that breaks feedback loops between the framebuffer
    195        * and textures bound to the framebuffer, even when those textures are
    196        * accessed by compute shaders; so we must inform the driver of new
    197        * framebuffer state.
    198        */
    199       pipeline_mask = ST_PIPELINE_COMPUTE_STATE_MASK | ST_NEW_FB_STATE;
    200       break;
    201    }
    202 
    203    default:
    204       unreachable("Invalid pipeline specified");
    205    }
    206 
    207    dirty = st->dirty & pipeline_mask;
    208    if (!dirty)
    209       return;
    210 
    211    dirty_lo = dirty;
    212    dirty_hi = dirty >> 32;
    213 
    214    /* Update states.
    215     *
    216     * Don't use u_bit_scan64, it may be slower on 32-bit.
    217     */
    218    while (dirty_lo)
    219       atoms[u_bit_scan(&dirty_lo)]->update(st);
    220    while (dirty_hi)
    221       atoms[32 + u_bit_scan(&dirty_hi)]->update(st);
    222 
    223    /* Clear the render or compute state bits. */
    224    st->dirty &= ~pipeline_mask;
    225 }
    226