コード例 #1
0
ファイル: st_atom.c プロジェクト: etnaviv/mesa
static void check_attrib_edgeflag(struct st_context *st)
{
   const struct gl_client_array **arrays = st->ctx->Array._DrawArrays;
   GLboolean vertdata_edgeflags, edgeflag_culls_prims, edgeflags_enabled;
   struct gl_vertex_program *vp = st->ctx->VertexProgram._Current;

   if (!arrays)
      return;

   edgeflags_enabled = st->ctx->Polygon.FrontMode != GL_FILL ||
                       st->ctx->Polygon.BackMode != GL_FILL;

   vertdata_edgeflags = edgeflags_enabled &&
                        arrays[VERT_ATTRIB_EDGEFLAG]->StrideB != 0;
   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;
   }
}
コード例 #2
0
ファイル: st_atom.c プロジェクト: etnaviv/mesa
/* 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_tessctrl_program *old_tcp = st->tcp;
   struct st_tesseval_program *old_tep = st->tep;
   struct st_geometry_program *old_gp = st->gp;
   struct st_fragment_program *old_fp = st->fp;

   struct gl_vertex_program *new_vp = ctx->VertexProgram._Current;
   struct gl_tess_ctrl_program *new_tcp = ctx->TessCtrlProgram._Current;
   struct gl_tess_eval_program *new_tep = ctx->TessEvalProgram._Current;
   struct gl_geometry_program *new_gp = ctx->GeometryProgram._Current;
   struct gl_fragment_program *new_fp = ctx->FragmentProgram._Current;
   uint64_t dirty = 0;

   /* 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_tessctrl_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_tesseval_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_geometry_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;
   }

   st->dirty |= dirty;
   st->gfx_shaders_may_be_dirty = false;
}
コード例 #3
0
ファイル: st_atom_shader.c プロジェクト: Kalamatee/mesa
/**
 * Update vertex program state/atom.  This involves translating the
 * Mesa vertex program into a gallium fragment program and binding it.
 */
static void
update_vp( struct st_context *st )
{
   struct st_vertex_program *stvp;
   struct st_vp_variant_key key;

   /* find active shader and params -- Should be covered by
    * ST_NEW_VERTEX_PROGRAM
    */
   assert(st->ctx->VertexProgram._Current);
   stvp = st_vertex_program(st->ctx->VertexProgram._Current);
   assert(stvp->Base.Base.Target == GL_VERTEX_PROGRAM_ARB);

   memset(&key, 0, sizeof key);
   key.st = st->has_shareable_shaders ? NULL : st;

   /* When this is true, we will add an extra input to the vertex
    * shader translation (for edgeflags), an extra output with
    * edgeflag semantics, and extend the vertex shader to pass through
    * the input to the output.  We'll need to use similar logic to set
    * up the extra vertex_element input for edgeflags.
    */
   key.passthrough_edgeflags = st->vertdata_edgeflags;

   key.clamp_color = st->clamp_vert_color_in_shader &&
                     st->ctx->Light._ClampVertexColor &&
                     (stvp->Base.Base.OutputsWritten &
                      (VARYING_SLOT_COL0 |
                       VARYING_SLOT_COL1 |
                       VARYING_SLOT_BFC0 |
                       VARYING_SLOT_BFC1));

   st->vp_variant = st_get_vp_variant(st, stvp, &key);

   st_reference_vertprog(st, &st->vp, stvp);

   cso_set_vertex_shader_handle(st->cso_context, 
                                st->vp_variant->driver_shader);

   st->vertex_result_to_slot = stvp->result_to_output;
}
コード例 #4
0
/**
 * Update vertex program state/atom.  This involves translating the
 * Mesa vertex program into a gallium fragment program and binding it.
 */
static void
update_vp( struct st_context *st )
{
   struct st_vertex_program *stvp;
   struct st_vp_variant_key key;

   /* find active shader and params -- Should be covered by
    * ST_NEW_VERTEX_PROGRAM
    */
   assert(st->ctx->VertexProgram._Current);
   stvp = st_vertex_program(st->ctx->VertexProgram._Current);
   assert(stvp->Base.Base.Target == GL_VERTEX_PROGRAM_ARB);

   memset(&key, 0, sizeof key);
   key.st = st;  /* variants are per-context */

   /* When this is true, we will add an extra input to the vertex
    * shader translation (for edgeflags), an extra output with
    * edgeflag semantics, and extend the vertex shader to pass through
    * the input to the output.  We'll need to use similar logic to set
    * up the extra vertex_element input for edgeflags.
    * _NEW_POLYGON, ST_NEW_EDGEFLAGS_DATA
    */
   key.passthrough_edgeflags = (st->vertdata_edgeflags && (
                                st->ctx->Polygon.FrontMode != GL_FILL ||
                                st->ctx->Polygon.BackMode != GL_FILL));

   key.clamp_color = st->clamp_vert_color_in_shader &&
                     st->ctx->Light._ClampVertexColor;

   st->vp_variant = st_get_vp_variant(st, stvp, &key);

   st_reference_vertprog(st, &st->vp, stvp);

   cso_set_vertex_shader_handle(st->cso_context, 
                                st->vp_variant->driver_shader);

   st->vertex_result_to_slot = stvp->result_to_output;
}
コード例 #5
0
ファイル: st_atom_shader.c プロジェクト: aljen/haiku-opengl
static void
update_linkage( struct st_context *st )
{
   struct st_vertex_program *stvp;
   struct st_fragment_program *stfp;
   struct translated_vertex_program *xvp;

   /* find active shader and params -- Should be covered by
    * ST_NEW_VERTEX_PROGRAM
    */
   assert(st->ctx->VertexProgram._Current);
   stvp = st_vertex_program(st->ctx->VertexProgram._Current);
   assert(stvp->Base.Base.Target == GL_VERTEX_PROGRAM_ARB);

   assert(st->ctx->FragmentProgram._Current);
   stfp = st_fragment_program(st->ctx->FragmentProgram._Current);
   assert(stfp->Base.Base.Target == GL_FRAGMENT_PROGRAM_ARB);

   xvp = find_translated_vp(st, stvp, stfp);

   st_reference_vertprog(st, &st->vp, stvp);
   st_reference_fragprog(st, &st->fp, stfp);

   cso_set_vertex_shader_handle(st->cso_context, stvp->driver_shader);

   if (st->missing_textures) {
      /* use a pass-through frag shader that uses no textures */
      void *fs = get_passthrough_fs(st);
      cso_set_fragment_shader_handle(st->cso_context, fs);
   }
   else {
      cso_set_fragment_shader_handle(st->cso_context, stfp->driver_shader);
   }

   st->vertex_result_to_slot = xvp->output_to_slot;
}
コード例 #6
0
ファイル: st_atom.c プロジェクト: daniel-schuermann/mesa
/* 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;
}