Beispiel #1
0
/* fixup dirty shader state in case some "unrelated" (from the state-
 * tracker's perspective) state change causes us to switch to a
 * different variant.
 */
static void
fixup_shader_state(struct fd_context *ctx, struct ir3_shader_key *key)
{
	struct fd3_context *fd3_ctx = fd3_context(ctx);
	struct ir3_shader_key *last_key = &fd3_ctx->last_key;

	if (!ir3_shader_key_equal(last_key, key)) {
		ctx->dirty |= FD_DIRTY_PROG;

		if (last_key->has_per_samp || key->has_per_samp) {
			if ((last_key->vsaturate_s != key->vsaturate_s) ||
					(last_key->vsaturate_t != key->vsaturate_t) ||
					(last_key->vsaturate_r != key->vsaturate_r) ||
					(last_key->vinteger_s != key->vinteger_s))
				ctx->prog.dirty |= FD_SHADER_DIRTY_VP;

			if ((last_key->fsaturate_s != key->fsaturate_s) ||
					(last_key->fsaturate_t != key->fsaturate_t) ||
					(last_key->fsaturate_r != key->fsaturate_r) ||
					(last_key->finteger_s != key->finteger_s))
				ctx->prog.dirty |= FD_SHADER_DIRTY_FP;
		}

		if (last_key->color_two_side != key->color_two_side)
			ctx->prog.dirty |= FD_SHADER_DIRTY_FP;

		if (last_key->half_precision != key->half_precision)
			ctx->prog.dirty |= FD_SHADER_DIRTY_FP;

		fd3_ctx->last_key = *key;
	}
}
Beispiel #2
0
/* fixup dirty shader state in case some "unrelated" (from the state-
 * tracker's perspective) state change causes us to switch to a
 * different variant.
 */
static void
fixup_shader_state(struct fd_context *ctx, struct ir3_shader_key *key)
{
	struct fd6_context *fd6_ctx = fd6_context(ctx);
	struct ir3_shader_key *last_key = &fd6_ctx->last_key;

	if (!ir3_shader_key_equal(last_key, key)) {
		if (ir3_shader_key_changes_fs(last_key, key)) {
			ctx->dirty_shader[PIPE_SHADER_FRAGMENT] |= FD_DIRTY_SHADER_PROG;
			ctx->dirty |= FD_DIRTY_PROG;
		}

		if (ir3_shader_key_changes_vs(last_key, key)) {
			ctx->dirty_shader[PIPE_SHADER_VERTEX] |= FD_DIRTY_SHADER_PROG;
			ctx->dirty |= FD_DIRTY_PROG;
		}

		fd6_ctx->last_key = *key;
	}
}
Beispiel #3
0
/* fixup dirty shader state in case some "unrelated" (from the state-
 * tracker's perspective) state change causes us to switch to a
 * different variant.
 */
static void
fixup_shader_state(struct fd_context *ctx, struct ir3_shader_key *key)
{
	struct fd4_context *fd4_ctx = fd4_context(ctx);
	struct ir3_shader_key *last_key = &fd4_ctx->last_key;

	if (!ir3_shader_key_equal(last_key, key)) {
		if (last_key->has_per_samp || key->has_per_samp) {
			if ((last_key->vsaturate_s != key->vsaturate_s) ||
					(last_key->vsaturate_t != key->vsaturate_t) ||
					(last_key->vsaturate_r != key->vsaturate_r) ||
					(last_key->vastc_srgb != key->vastc_srgb))
				ctx->dirty |= FD_SHADER_DIRTY_VP;

			if ((last_key->fsaturate_s != key->fsaturate_s) ||
					(last_key->fsaturate_t != key->fsaturate_t) ||
					(last_key->fsaturate_r != key->fsaturate_r) ||
					(last_key->fastc_srgb != key->fastc_srgb))
				ctx->dirty |= FD_SHADER_DIRTY_FP;
		}

		if (last_key->vclamp_color != key->vclamp_color)
			ctx->dirty |= FD_SHADER_DIRTY_VP;

		if (last_key->fclamp_color != key->fclamp_color)
			ctx->dirty |= FD_SHADER_DIRTY_FP;

		if (last_key->color_two_side != key->color_two_side)
			ctx->dirty |= FD_SHADER_DIRTY_FP;

		if (last_key->half_precision != key->half_precision)
			ctx->dirty |= FD_SHADER_DIRTY_FP;

		if (last_key->rasterflat != key->rasterflat)
			ctx->dirty |= FD_SHADER_DIRTY_FP;

		fd4_ctx->last_key = *key;
	}
}