예제 #1
0
/* Gets the minimum number of shader invocations per fragment.
 * This function is useful to determine if we need to do per
 * sample shading or per fragment shading.
 */
GLint
_mesa_get_min_invocations_per_fragment(struct gl_context *ctx,
                                       const struct gl_program *prog,
                                       bool ignore_sample_qualifier)
{
   /* From ARB_sample_shading specification:
    * "Using gl_SampleID in a fragment shader causes the entire shader
    *  to be evaluated per-sample."
    *
    * "Using gl_SamplePosition in a fragment shader causes the entire
    *  shader to be evaluated per-sample."
    *
    * "If MULTISAMPLE or SAMPLE_SHADING_ARB is disabled, sample shading
    *  has no effect."
    */
   if (ctx->Multisample.Enabled) {
      /* The ARB_gpu_shader5 specification says:
       *
       * "Use of the "sample" qualifier on a fragment shader input
       *  forces per-sample shading"
       */
      if (prog->info.fs.uses_sample_qualifier && !ignore_sample_qualifier)
         return MAX2(_mesa_geometric_samples(ctx->DrawBuffer), 1);

      if (prog->info.system_values_read & (SYSTEM_BIT_SAMPLE_ID |
                                           SYSTEM_BIT_SAMPLE_POS))
         return MAX2(_mesa_geometric_samples(ctx->DrawBuffer), 1);
      else if (ctx->Multisample.SampleShading)
         return MAX2(ceil(ctx->Multisample.MinSampleShadingValue *
                          _mesa_geometric_samples(ctx->DrawBuffer)), 1);
      else
         return 1;
   }
   return 1;
}
예제 #2
0
static void
upload_wm_state(struct brw_context *brw)
{
   struct gl_context *ctx = &brw->ctx;
   /* BRW_NEW_FS_PROG_DATA */
   const struct brw_wm_prog_data *prog_data = brw->wm.prog_data;

   /* _NEW_BUFFERS */
   const bool multisampled_fbo = _mesa_geometric_samples(ctx->DrawBuffer) > 1;

   /* BRW_NEW_FS_PROG_DATA | _NEW_COLOR */
   const bool dual_src_blend_enable = prog_data->dual_src_blend &&
                                      (ctx->Color.BlendEnabled & 1) &&
                                      ctx->Color.Blend[0]._UsesDualSrc;

   /* _NEW_COLOR, _NEW_MULTISAMPLE */
   const bool kill_enable = prog_data->uses_kill || ctx->Color.AlphaEnabled ||
                            ctx->Multisample.SampleAlphaToCoverage ||
                            prog_data->uses_omask;

   /* Rendering against the gl-context is always taken into account. */
   const bool statistic_enable = true;

   /* _NEW_LINE | _NEW_POLYGON | _NEW_BUFFERS | _NEW_COLOR |
    * _NEW_MULTISAMPLE
    */
   gen6_upload_wm_state(brw, prog_data, &brw->wm.base,
                        multisampled_fbo,
                        dual_src_blend_enable, kill_enable,
                        brw_color_buffer_write_enabled(brw),
                        ctx->Multisample.Enabled,
                        ctx->Line.StippleFlag, ctx->Polygon.StippleFlag,
                        statistic_enable);
}
예제 #3
0
static void
upload_wm_state(struct brw_context *brw)
{
   struct gl_context *ctx = &brw->ctx;
   /* BRW_NEW_FRAGMENT_PROGRAM */
   const struct brw_fragment_program *fp =
      brw_fragment_program_const(brw->fragment_program);
   /* BRW_NEW_FS_PROG_DATA */
   const struct brw_wm_prog_data *prog_data = brw->wm.prog_data;

   /* _NEW_BUFFERS */
   const bool multisampled_fbo = _mesa_geometric_samples(ctx->DrawBuffer) > 1;

   /* In case of non 1x per sample shading, only one of SIMD8 and SIMD16
    * should be enabled. We do 'SIMD16 only' dispatch if a SIMD16 shader
    * is successfully compiled. In majority of the cases that bring us
    * better performance than 'SIMD8 only' dispatch.
    */
   const int min_inv_per_frag = _mesa_get_min_invocations_per_fragment(
                                   ctx, brw->fragment_program, false);

   /* BRW_NEW_FS_PROG_DATA | _NEW_COLOR */
   const bool dual_src_blend_enable = prog_data->dual_src_blend &&
                                      (ctx->Color.BlendEnabled & 1) &&
                                      ctx->Color.Blend[0]._UsesDualSrc;

   /* _NEW_COLOR, _NEW_MULTISAMPLE */
   const bool kill_enable = prog_data->uses_kill || ctx->Color.AlphaEnabled ||
                            ctx->Multisample.SampleAlphaToCoverage ||
                            prog_data->uses_omask;

   /* Rendering against the gl-context is always taken into account. */
   const bool statistic_enable = true;

   /* _NEW_LINE | _NEW_POLYGON | _NEW_BUFFERS | _NEW_COLOR |
    * _NEW_MULTISAMPLE
    */
   gen6_upload_wm_state(brw, fp, prog_data, &brw->wm.base,
                        multisampled_fbo, min_inv_per_frag,
                        dual_src_blend_enable, kill_enable,
                        brw_color_buffer_write_enabled(brw),
                        ctx->Multisample.Enabled,
                        ctx->Line.StippleFlag, ctx->Polygon.StippleFlag,
                        statistic_enable);
}
예제 #4
0
/**
 * Update fragment program state/atom.  This involves translating the
 * Mesa fragment program into a gallium fragment program and binding it.
 */
static void
update_fp( struct st_context *st )
{
   struct st_fragment_program *stfp;
   struct st_fp_variant_key key;

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

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

   /* _NEW_FRAG_CLAMP */
   key.clamp_color = st->clamp_frag_color_in_shader &&
                     st->ctx->Color._ClampFragmentColor;

   /* _NEW_MULTISAMPLE | _NEW_BUFFERS */
   key.persample_shading =
      st->force_persample_in_shader &&
      _mesa_is_multisample_enabled(st->ctx) &&
      st->ctx->Multisample.SampleShading &&
      st->ctx->Multisample.MinSampleShadingValue *
      _mesa_geometric_samples(st->ctx->DrawBuffer) > 1;

   if (stfp->ati_fs) {
      unsigned u;

      if (st->ctx->Fog.Enabled) {
         key.fog = translate_fog_mode(st->ctx->Fog.Mode);
      }

      for (u = 0; u < MAX_NUM_FRAGMENT_REGISTERS_ATI; u++) {
         key.texture_targets[u] = get_texture_target(st->ctx, u);
      }
   }

   st->fp_variant = st_get_fp_variant(st, stfp, &key);

   st_reference_fragprog(st, &st->fp, stfp);

   cso_set_fragment_shader_handle(st->cso_context,
                                  st->fp_variant->driver_shader);
}
예제 #5
0
void
brw_wm_populate_key(struct brw_context *brw, struct brw_wm_prog_key *key)
{
   const struct gen_device_info *devinfo = &brw->screen->devinfo;
   struct gl_context *ctx = &brw->ctx;
   /* BRW_NEW_FRAGMENT_PROGRAM */
   const struct gl_program *prog = brw->programs[MESA_SHADER_FRAGMENT];
   const struct brw_program *fp = brw_program_const(prog);
   GLuint lookup = 0;
   GLuint line_aa;

   memset(key, 0, sizeof(*key));

   /* Build the index for table lookup
    */
   if (devinfo->gen < 6) {
      struct intel_renderbuffer *depth_irb =
         intel_get_renderbuffer(ctx->DrawBuffer, BUFFER_DEPTH);

      /* _NEW_COLOR */
      if (prog->info.fs.uses_discard || ctx->Color.AlphaEnabled) {
         lookup |= BRW_WM_IZ_PS_KILL_ALPHATEST_BIT;
      }

      if (prog->info.outputs_written & BITFIELD64_BIT(FRAG_RESULT_DEPTH)) {
         lookup |= BRW_WM_IZ_PS_COMPUTES_DEPTH_BIT;
      }

      /* _NEW_DEPTH */
      if (depth_irb && ctx->Depth.Test) {
         lookup |= BRW_WM_IZ_DEPTH_TEST_ENABLE_BIT;

         if (brw_depth_writes_enabled(brw))
            lookup |= BRW_WM_IZ_DEPTH_WRITE_ENABLE_BIT;
      }

      /* _NEW_STENCIL | _NEW_BUFFERS */
      if (brw->stencil_enabled) {
         lookup |= BRW_WM_IZ_STENCIL_TEST_ENABLE_BIT;

         if (ctx->Stencil.WriteMask[0] ||
             ctx->Stencil.WriteMask[ctx->Stencil._BackFace])
            lookup |= BRW_WM_IZ_STENCIL_WRITE_ENABLE_BIT;
      }
      key->iz_lookup = lookup;
   }

   line_aa = BRW_WM_AA_NEVER;

   /* _NEW_LINE, _NEW_POLYGON, BRW_NEW_REDUCED_PRIMITIVE */
   if (ctx->Line.SmoothFlag) {
      if (brw->reduced_primitive == GL_LINES) {
         line_aa = BRW_WM_AA_ALWAYS;
      }
      else if (brw->reduced_primitive == GL_TRIANGLES) {
         if (ctx->Polygon.FrontMode == GL_LINE) {
            line_aa = BRW_WM_AA_SOMETIMES;

            if (ctx->Polygon.BackMode == GL_LINE ||
                (ctx->Polygon.CullFlag &&
                 ctx->Polygon.CullFaceMode == GL_BACK))
               line_aa = BRW_WM_AA_ALWAYS;
         }
         else if (ctx->Polygon.BackMode == GL_LINE) {
            line_aa = BRW_WM_AA_SOMETIMES;

            if ((ctx->Polygon.CullFlag &&
                 ctx->Polygon.CullFaceMode == GL_FRONT))
               line_aa = BRW_WM_AA_ALWAYS;
         }
      }
   }

   key->line_aa = line_aa;

   /* _NEW_HINT */
   key->high_quality_derivatives =
      prog->info.uses_fddx_fddy &&
      ctx->Hint.FragmentShaderDerivative == GL_NICEST;

   if (devinfo->gen < 6)
      key->stats_wm = brw->stats_wm;

   /* _NEW_LIGHT */
   key->flat_shade =
      (prog->info.inputs_read & (VARYING_BIT_COL0 | VARYING_BIT_COL1)) &&
      (ctx->Light.ShadeModel == GL_FLAT);

   /* _NEW_FRAG_CLAMP | _NEW_BUFFERS */
   key->clamp_fragment_color = ctx->Color._ClampFragmentColor;

   /* _NEW_TEXTURE */
   brw_populate_sampler_prog_key_data(ctx, prog, &key->tex);

   /* _NEW_BUFFERS */
   key->nr_color_regions = ctx->DrawBuffer->_NumColorDrawBuffers;

   /* _NEW_COLOR */
   key->force_dual_color_blend = brw->dual_color_blend_by_location &&
      (ctx->Color.BlendEnabled & 1) && ctx->Color.Blend[0]._UsesDualSrc;

   /* _NEW_MULTISAMPLE, _NEW_BUFFERS */
   key->alpha_to_coverage =  _mesa_is_alpha_to_coverage_enabled(ctx);

   /* _NEW_COLOR, _NEW_BUFFERS */
   key->alpha_test_replicate_alpha =
      ctx->DrawBuffer->_NumColorDrawBuffers > 1 &&
      _mesa_is_alpha_test_enabled(ctx);

   /* _NEW_BUFFERS _NEW_MULTISAMPLE */
   /* Ignore sample qualifier while computing this flag. */
   if (ctx->Multisample.Enabled) {
      key->persample_interp =
         ctx->Multisample.SampleShading &&
         (ctx->Multisample.MinSampleShadingValue *
          _mesa_geometric_samples(ctx->DrawBuffer) > 1);

      key->multisample_fbo = _mesa_geometric_samples(ctx->DrawBuffer) > 1;
   }

   /* BRW_NEW_VUE_MAP_GEOM_OUT */
   if (devinfo->gen < 6 || util_bitcount64(prog->info.inputs_read &
                                             BRW_FS_VARYING_INPUT_MASK) > 16) {
      key->input_slots_valid = brw->vue_map_geom_out.slots_valid;
   }

   /* _NEW_COLOR | _NEW_BUFFERS */
   /* Pre-gen6, the hardware alpha test always used each render
    * target's alpha to do alpha test, as opposed to render target 0's alpha
    * like GL requires.  Fix that by building the alpha test into the
    * shader, and we'll skip enabling the fixed function alpha test.
    */
   if (devinfo->gen < 6 && ctx->DrawBuffer->_NumColorDrawBuffers > 1 &&
       ctx->Color.AlphaEnabled) {
      key->alpha_test_func = ctx->Color.AlphaFunc;
      key->alpha_test_ref = ctx->Color.AlphaRef;
   }

   /* The unique fragment program ID */
   key->program_string_id = fp->id;

   /* Whether reads from the framebuffer should behave coherently. */
   key->coherent_fb_fetch = ctx->Extensions.EXT_shader_framebuffer_fetch;
}
예제 #6
0
static inline void
brw_upload_pipeline_state(struct brw_context *brw,
                          enum brw_pipeline pipeline)
{
   struct gl_context *ctx = &brw->ctx;
   int i;
   static int dirty_count = 0;
   struct brw_state_flags state = brw->state.pipelines[pipeline];
   unsigned int fb_samples = _mesa_geometric_samples(ctx->DrawBuffer);

   brw_select_pipeline(brw, pipeline);

   if (0) {
      /* Always re-emit all state. */
      brw->NewGLState = ~0;
      ctx->NewDriverState = ~0ull;
   }

   if (pipeline == BRW_RENDER_PIPELINE) {
      if (brw->fragment_program != ctx->FragmentProgram._Current) {
         brw->fragment_program = ctx->FragmentProgram._Current;
         brw->ctx.NewDriverState |= BRW_NEW_FRAGMENT_PROGRAM;
      }

      if (brw->tess_eval_program != ctx->TessEvalProgram._Current) {
         brw->tess_eval_program = ctx->TessEvalProgram._Current;
         brw->ctx.NewDriverState |= BRW_NEW_TESS_PROGRAMS;
      }

      if (brw->tess_ctrl_program != ctx->TessCtrlProgram._Current) {
         brw->tess_ctrl_program = ctx->TessCtrlProgram._Current;
         brw->ctx.NewDriverState |= BRW_NEW_TESS_PROGRAMS;
      }

      if (brw->geometry_program != ctx->GeometryProgram._Current) {
         brw->geometry_program = ctx->GeometryProgram._Current;
         brw->ctx.NewDriverState |= BRW_NEW_GEOMETRY_PROGRAM;
      }

      if (brw->vertex_program != ctx->VertexProgram._Current) {
         brw->vertex_program = ctx->VertexProgram._Current;
         brw->ctx.NewDriverState |= BRW_NEW_VERTEX_PROGRAM;
      }
   }

   if (brw->compute_program != ctx->ComputeProgram._Current) {
      brw->compute_program = ctx->ComputeProgram._Current;
      brw->ctx.NewDriverState |= BRW_NEW_COMPUTE_PROGRAM;
   }

   if (brw->meta_in_progress != _mesa_meta_in_progress(ctx)) {
      brw->meta_in_progress = _mesa_meta_in_progress(ctx);
      brw->ctx.NewDriverState |= BRW_NEW_META_IN_PROGRESS;
   }

   if (brw->num_samples != fb_samples) {
      brw->num_samples = fb_samples;
      brw->ctx.NewDriverState |= BRW_NEW_NUM_SAMPLES;
   }

   /* Exit early if no state is flagged as dirty */
   merge_ctx_state(brw, &state);
   if ((state.mesa | state.brw) == 0)
      return;

   /* Emit Sandybridge workaround flushes on every primitive, for safety. */
   if (brw->gen == 6)
      brw_emit_post_sync_nonzero_flush(brw);

   brw_upload_programs(brw, pipeline);
   merge_ctx_state(brw, &state);

   const struct brw_tracked_state *atoms =
      brw_get_pipeline_atoms(brw, pipeline);
   const int num_atoms = brw->num_atoms[pipeline];

   if (unlikely(INTEL_DEBUG)) {
      /* Debug version which enforces various sanity checks on the
       * state flags which are generated and checked to help ensure
       * state atoms are ordered correctly in the list.
       */
      struct brw_state_flags examined, prev;
      memset(&examined, 0, sizeof(examined));
      prev = state;

      for (i = 0; i < num_atoms; i++) {
	 const struct brw_tracked_state *atom = &atoms[i];
	 struct brw_state_flags generated;

         check_and_emit_atom(brw, &state, atom);

	 accumulate_state(&examined, &atom->dirty);

	 /* generated = (prev ^ state)
	  * if (examined & generated)
	  *     fail;
	  */
	 xor_states(&generated, &prev, &state);
	 assert(!check_state(&examined, &generated));
	 prev = state;
      }
   }
   else {
      for (i = 0; i < num_atoms; i++) {
	 const struct brw_tracked_state *atom = &atoms[i];

         check_and_emit_atom(brw, &state, atom);
      }
   }

   if (unlikely(INTEL_DEBUG & DEBUG_STATE)) {
      STATIC_ASSERT(ARRAY_SIZE(brw_bits) == BRW_NUM_STATE_BITS + 1);

      brw_update_dirty_count(mesa_bits, state.mesa);
      brw_update_dirty_count(brw_bits, state.brw);
      if (dirty_count++ % 1000 == 0) {
	 brw_print_dirty_count(mesa_bits);
	 brw_print_dirty_count(brw_bits);
	 fprintf(stderr, "\n");
      }
   }
}
예제 #7
0
파일: brw_wm.c 프로젝트: aphogat/mesa
static void
brw_wm_populate_key(struct brw_context *brw, struct brw_wm_prog_key *key)
{
   struct gl_context *ctx = &brw->ctx;
   /* BRW_NEW_FRAGMENT_PROGRAM */
   const struct brw_fragment_program *fp =
      (struct brw_fragment_program *) brw->fragment_program;
   const struct gl_program *prog = (struct gl_program *) brw->fragment_program;
   GLuint lookup = 0;
   GLuint line_aa;
   bool program_uses_dfdy = fp->program.UsesDFdy;
   const bool multisample_fbo = _mesa_geometric_samples(ctx->DrawBuffer) > 1;

   memset(key, 0, sizeof(*key));

   /* Build the index for table lookup
    */
   if (brw->gen < 6) {
      /* _NEW_COLOR */
      if (fp->program.UsesKill || ctx->Color.AlphaEnabled)
	 lookup |= IZ_PS_KILL_ALPHATEST_BIT;

      if (fp->program.Base.OutputsWritten & BITFIELD64_BIT(FRAG_RESULT_DEPTH))
	 lookup |= IZ_PS_COMPUTES_DEPTH_BIT;

      /* _NEW_DEPTH */
      if (ctx->Depth.Test)
	 lookup |= IZ_DEPTH_TEST_ENABLE_BIT;

      if (ctx->Depth.Test && ctx->Depth.Mask) /* ?? */
	 lookup |= IZ_DEPTH_WRITE_ENABLE_BIT;

      /* _NEW_STENCIL | _NEW_BUFFERS */
      if (ctx->Stencil._Enabled) {
	 lookup |= IZ_STENCIL_TEST_ENABLE_BIT;

	 if (ctx->Stencil.WriteMask[0] ||
	     ctx->Stencil.WriteMask[ctx->Stencil._BackFace])
	    lookup |= IZ_STENCIL_WRITE_ENABLE_BIT;
      }
      key->iz_lookup = lookup;
   }

   line_aa = AA_NEVER;

   /* _NEW_LINE, _NEW_POLYGON, BRW_NEW_REDUCED_PRIMITIVE */
   if (ctx->Line.SmoothFlag) {
      if (brw->reduced_primitive == GL_LINES) {
	 line_aa = AA_ALWAYS;
      }
      else if (brw->reduced_primitive == GL_TRIANGLES) {
	 if (ctx->Polygon.FrontMode == GL_LINE) {
	    line_aa = AA_SOMETIMES;

	    if (ctx->Polygon.BackMode == GL_LINE ||
		(ctx->Polygon.CullFlag &&
		 ctx->Polygon.CullFaceMode == GL_BACK))
	       line_aa = AA_ALWAYS;
	 }
	 else if (ctx->Polygon.BackMode == GL_LINE) {
	    line_aa = AA_SOMETIMES;

	    if ((ctx->Polygon.CullFlag &&
		 ctx->Polygon.CullFaceMode == GL_FRONT))
	       line_aa = AA_ALWAYS;
	 }
      }
   }

   key->line_aa = line_aa;

   /* _NEW_HINT */
   key->high_quality_derivatives =
      ctx->Hint.FragmentShaderDerivative == GL_NICEST;

   if (brw->gen < 6)
      key->stats_wm = brw->stats_wm;

   /* _NEW_LIGHT */
   key->flat_shade = (ctx->Light.ShadeModel == GL_FLAT);

   /* _NEW_FRAG_CLAMP | _NEW_BUFFERS */
   key->clamp_fragment_color = ctx->Color._ClampFragmentColor;

   /* _NEW_TEXTURE */
   brw_populate_sampler_prog_key_data(ctx, prog, brw->wm.base.sampler_count,
                                      &key->tex);

   /* _NEW_BUFFERS */
   /*
    * Include the draw buffer origin and height so that we can calculate
    * fragment position values relative to the bottom left of the drawable,
    * from the incoming screen origin relative position we get as part of our
    * payload.
    *
    * This is only needed for the WM_WPOSXY opcode when the fragment program
    * uses the gl_FragCoord input.
    *
    * We could avoid recompiling by including this as a constant referenced by
    * our program, but if we were to do that it would also be nice to handle
    * getting that constant updated at batchbuffer submit time (when we
    * hold the lock and know where the buffer really is) rather than at emit
    * time when we don't hold the lock and are just guessing.  We could also
    * just avoid using this as key data if the program doesn't use
    * fragment.position.
    *
    * For DRI2 the origin_x/y will always be (0,0) but we still need the
    * drawable height in order to invert the Y axis.
    */
   if (fp->program.Base.InputsRead & VARYING_BIT_POS) {
      key->drawable_height = _mesa_geometric_height(ctx->DrawBuffer);
   }

   if ((fp->program.Base.InputsRead & VARYING_BIT_POS) || program_uses_dfdy) {
      key->render_to_fbo = _mesa_is_user_fbo(ctx->DrawBuffer);
   }

   /* _NEW_BUFFERS */
   key->nr_color_regions = ctx->DrawBuffer->_NumColorDrawBuffers;

   /* _NEW_MULTISAMPLE, _NEW_COLOR, _NEW_BUFFERS */
   key->replicate_alpha = ctx->DrawBuffer->_NumColorDrawBuffers > 1 &&
      (ctx->Multisample.SampleAlphaToCoverage || ctx->Color.AlphaEnabled);

   /* _NEW_BUFFERS _NEW_MULTISAMPLE */
   /* Ignore sample qualifier while computing this flag. */
   key->persample_shading =
      _mesa_get_min_invocations_per_fragment(ctx, &fp->program, true) > 1;
   if (key->persample_shading)
      key->persample_2x = _mesa_geometric_samples(ctx->DrawBuffer) == 2;

   key->compute_pos_offset =
      _mesa_get_min_invocations_per_fragment(ctx, &fp->program, false) > 1 &&
      fp->program.Base.SystemValuesRead & SYSTEM_BIT_SAMPLE_POS;

   key->compute_sample_id =
      multisample_fbo &&
      ctx->Multisample.Enabled &&
      (fp->program.Base.SystemValuesRead & SYSTEM_BIT_SAMPLE_ID);

   /* BRW_NEW_VUE_MAP_GEOM_OUT */
   if (brw->gen < 6 || _mesa_bitcount_64(fp->program.Base.InputsRead &
                                         BRW_FS_VARYING_INPUT_MASK) > 16)
      key->input_slots_valid = brw->vue_map_geom_out.slots_valid;


   /* _NEW_COLOR | _NEW_BUFFERS */
   /* Pre-gen6, the hardware alpha test always used each render
    * target's alpha to do alpha test, as opposed to render target 0's alpha
    * like GL requires.  Fix that by building the alpha test into the
    * shader, and we'll skip enabling the fixed function alpha test.
    */
   if (brw->gen < 6 && ctx->DrawBuffer->_NumColorDrawBuffers > 1 &&
       ctx->Color.AlphaEnabled) {
      key->alpha_test_func = ctx->Color.AlphaFunc;
      key->alpha_test_ref = ctx->Color.AlphaRef;
   }

   /* The unique fragment program ID */
   key->program_string_id = fp->id;
}
예제 #8
0
static void
upload_wm_state(struct brw_context *brw)
{
   struct gl_context *ctx = &brw->ctx;
   /* BRW_NEW_FS_PROG_DATA */
   const struct brw_wm_prog_data *prog_data =
      brw_wm_prog_data(brw->wm.base.prog_data);
   bool writes_depth = prog_data->computed_depth_mode != BRW_PSCDEPTH_OFF;
   uint32_t dw1, dw2;

   /* _NEW_BUFFERS */
   const bool multisampled_fbo = _mesa_geometric_samples(ctx->DrawBuffer) > 1;

   dw1 = dw2 = 0;
   dw1 |= GEN7_WM_STATISTICS_ENABLE;
   dw1 |= GEN7_WM_LINE_AA_WIDTH_1_0;
   dw1 |= GEN7_WM_LINE_END_CAP_AA_WIDTH_0_5;

   /* _NEW_LINE */
   if (ctx->Line.StippleFlag)
      dw1 |= GEN7_WM_LINE_STIPPLE_ENABLE;

   /* _NEW_POLYGON */
   if (ctx->Polygon.StippleFlag)
      dw1 |= GEN7_WM_POLYGON_STIPPLE_ENABLE;

   if (prog_data->uses_src_depth)
      dw1 |= GEN7_WM_USES_SOURCE_DEPTH;

   if (prog_data->uses_src_w)
      dw1 |= GEN7_WM_USES_SOURCE_W;

   dw1 |= prog_data->computed_depth_mode << GEN7_WM_COMPUTED_DEPTH_MODE_SHIFT;
   dw1 |= prog_data->barycentric_interp_modes <<
      GEN7_WM_BARYCENTRIC_INTERPOLATION_MODE_SHIFT;

   /* _NEW_COLOR, _NEW_MULTISAMPLE _NEW_BUFFERS */
   /* Enable if the pixel shader kernel generates and outputs oMask.
    */
   if (prog_data->uses_kill ||
       _mesa_is_alpha_test_enabled(ctx) ||
       _mesa_is_alpha_to_coverage_enabled(ctx) ||
       prog_data->uses_omask) {
      dw1 |= GEN7_WM_KILL_ENABLE;
   }

   /* _NEW_BUFFERS | _NEW_COLOR */
   if (brw_color_buffer_write_enabled(brw) || writes_depth ||
       prog_data->has_side_effects || dw1 & GEN7_WM_KILL_ENABLE) {
      dw1 |= GEN7_WM_DISPATCH_ENABLE;
   }
   if (multisampled_fbo) {
      /* _NEW_MULTISAMPLE */
      if (ctx->Multisample.Enabled)
         dw1 |= GEN7_WM_MSRAST_ON_PATTERN;
      else
         dw1 |= GEN7_WM_MSRAST_OFF_PIXEL;

      if (prog_data->persample_dispatch)
         dw2 |= GEN7_WM_MSDISPMODE_PERSAMPLE;
      else
         dw2 |= GEN7_WM_MSDISPMODE_PERPIXEL;
   } else {
      dw1 |= GEN7_WM_MSRAST_OFF_PIXEL;
      dw2 |= GEN7_WM_MSDISPMODE_PERSAMPLE;
   }

   if (prog_data->uses_sample_mask) {
      dw1 |= GEN7_WM_USES_INPUT_COVERAGE_MASK;
   }

   /* BRW_NEW_FS_PROG_DATA */
   if (prog_data->early_fragment_tests)
      dw1 |= GEN7_WM_EARLY_DS_CONTROL_PREPS;
   else if (prog_data->has_side_effects)
      dw1 |= GEN7_WM_EARLY_DS_CONTROL_PSEXEC;

   /* The "UAV access enable" bits are unnecessary on HSW because they only
    * seem to have an effect on the HW-assisted coherency mechanism which we
    * don't need, and the rasterization-related UAV_ONLY flag and the
    * DISPATCH_ENABLE bit can be set independently from it.
    * C.f. gen8_upload_ps_extra().
    *
    * BRW_NEW_FRAGMENT_PROGRAM | BRW_NEW_FS_PROG_DATA | _NEW_BUFFERS | _NEW_COLOR
    */
   if (brw->is_haswell &&
       !(brw_color_buffer_write_enabled(brw) || writes_depth) &&
       prog_data->has_side_effects)
      dw2 |= HSW_WM_UAV_ONLY;

   BEGIN_BATCH(3);
   OUT_BATCH(_3DSTATE_WM << 16 | (3 - 2));
   OUT_BATCH(dw1);
   OUT_BATCH(dw2);
   ADVANCE_BATCH();
}
예제 #9
0
static void
upload_wm_state(struct brw_context *brw)
{
   struct gl_context *ctx = &brw->ctx;
   /* BRW_NEW_FRAGMENT_PROGRAM */
   const struct brw_fragment_program *fp =
      brw_fragment_program_const(brw->fragment_program);
   /* BRW_NEW_FS_PROG_DATA */
   const struct brw_wm_prog_data *prog_data = brw->wm.prog_data;
   bool writes_depth = prog_data->computed_depth_mode != BRW_PSCDEPTH_OFF;
   uint32_t dw1, dw2;

   /* _NEW_BUFFERS */
   const bool multisampled_fbo = _mesa_geometric_samples(ctx->DrawBuffer) > 1;

   dw1 = dw2 = 0;
   dw1 |= GEN7_WM_STATISTICS_ENABLE;
   dw1 |= GEN7_WM_LINE_AA_WIDTH_1_0;
   dw1 |= GEN7_WM_LINE_END_CAP_AA_WIDTH_0_5;

   /* _NEW_LINE */
   if (ctx->Line.StippleFlag)
      dw1 |= GEN7_WM_LINE_STIPPLE_ENABLE;

   /* _NEW_POLYGON */
   if (ctx->Polygon.StippleFlag)
      dw1 |= GEN7_WM_POLYGON_STIPPLE_ENABLE;

   if (fp->program.Base.InputsRead & VARYING_BIT_POS)
      dw1 |= GEN7_WM_USES_SOURCE_DEPTH | GEN7_WM_USES_SOURCE_W;

   dw1 |= prog_data->computed_depth_mode << GEN7_WM_COMPUTED_DEPTH_MODE_SHIFT;
   dw1 |= prog_data->barycentric_interp_modes <<
      GEN7_WM_BARYCENTRIC_INTERPOLATION_MODE_SHIFT;

   /* _NEW_COLOR, _NEW_MULTISAMPLE */
   /* Enable if the pixel shader kernel generates and outputs oMask.
    */
   if (prog_data->uses_kill || ctx->Color.AlphaEnabled ||
       ctx->Multisample.SampleAlphaToCoverage ||
       prog_data->uses_omask) {
      dw1 |= GEN7_WM_KILL_ENABLE;
   }

   if (_mesa_active_fragment_shader_has_atomic_ops(&brw->ctx)) {
      dw1 |= GEN7_WM_DISPATCH_ENABLE;
   }

   /* _NEW_BUFFERS | _NEW_COLOR */
   if (brw_color_buffer_write_enabled(brw) || writes_depth ||
       dw1 & GEN7_WM_KILL_ENABLE) {
      dw1 |= GEN7_WM_DISPATCH_ENABLE;
   }
   if (multisampled_fbo) {
      /* _NEW_MULTISAMPLE */
      if (ctx->Multisample.Enabled)
         dw1 |= GEN7_WM_MSRAST_ON_PATTERN;
      else
         dw1 |= GEN7_WM_MSRAST_OFF_PIXEL;

      if (_mesa_get_min_invocations_per_fragment(ctx, brw->fragment_program, false) > 1)
         dw2 |= GEN7_WM_MSDISPMODE_PERSAMPLE;
      else
         dw2 |= GEN7_WM_MSDISPMODE_PERPIXEL;
   } else {
      dw1 |= GEN7_WM_MSRAST_OFF_PIXEL;
      dw2 |= GEN7_WM_MSDISPMODE_PERSAMPLE;
   }

   if (fp->program.Base.SystemValuesRead & SYSTEM_BIT_SAMPLE_MASK_IN) {
      dw1 |= GEN7_WM_USES_INPUT_COVERAGE_MASK;
   }

   BEGIN_BATCH(3);
   OUT_BATCH(_3DSTATE_WM << 16 | (3 - 2));
   OUT_BATCH(dw1);
   OUT_BATCH(dw2);
   ADVANCE_BATCH();
}
예제 #10
0
/**
 * Update framebuffer state (color, depth, stencil, etc. buffers)
 */
void
st_update_framebuffer_state( struct st_context *st )
{
   struct pipe_framebuffer_state framebuffer;
   struct gl_framebuffer *fb = st->ctx->DrawBuffer;
   struct st_renderbuffer *strb;
   GLuint i;

   st_flush_bitmap_cache(st);
   st_invalidate_readpix_cache(st);

   st->state.fb_orientation = st_fb_orientation(fb);

   /**
    * Quantize the derived default number of samples:
    *
    * A query to the driver of supported MSAA values the
    * hardware supports is done as to legalize the number
    * of application requested samples, NumSamples.
    * See commit eb9cf3c for more information.
    */
   fb->DefaultGeometry._NumSamples =
      framebuffer_quantize_num_samples(st, fb->DefaultGeometry.NumSamples);

   framebuffer.width  = _mesa_geometric_width(fb);
   framebuffer.height = _mesa_geometric_height(fb);
   framebuffer.samples = _mesa_geometric_samples(fb);
   framebuffer.layers = _mesa_geometric_layers(fb);

   /* Examine Mesa's ctx->DrawBuffer->_ColorDrawBuffers state
    * to determine which surfaces to draw to
    */
   framebuffer.nr_cbufs = fb->_NumColorDrawBuffers;

   for (i = 0; i < fb->_NumColorDrawBuffers; i++) {
      framebuffer.cbufs[i] = NULL;
      strb = st_renderbuffer(fb->_ColorDrawBuffers[i]);

      if (strb) {
         if (strb->is_rtt || (strb->texture &&
             _mesa_get_format_color_encoding(strb->Base.Format) == GL_SRGB)) {
            /* rendering to a GL texture, may have to update surface */
            st_update_renderbuffer_surface(st, strb);
         }

         if (strb->surface) {
            framebuffer.cbufs[i] = strb->surface;
            update_framebuffer_size(&framebuffer, strb->surface);
         }
         strb->defined = GL_TRUE; /* we'll be drawing something */
      }
   }

   for (i = framebuffer.nr_cbufs; i < PIPE_MAX_COLOR_BUFS; i++) {
      framebuffer.cbufs[i] = NULL;
   }

   /* Remove trailing GL_NONE draw buffers. */
   while (framebuffer.nr_cbufs &&
          !framebuffer.cbufs[framebuffer.nr_cbufs-1]) {
      framebuffer.nr_cbufs--;
   }

   /*
    * Depth/Stencil renderbuffer/surface.
    */
   strb = st_renderbuffer(fb->Attachment[BUFFER_DEPTH].Renderbuffer);
   if (!strb)
      strb = st_renderbuffer(fb->Attachment[BUFFER_STENCIL].Renderbuffer);

   if (strb) {
      if (strb->is_rtt) {
         /* rendering to a GL texture, may have to update surface */
         st_update_renderbuffer_surface(st, strb);
      }
      framebuffer.zsbuf = strb->surface;
      update_framebuffer_size(&framebuffer, strb->surface);
   }
   else
      framebuffer.zsbuf = NULL;

#ifdef DEBUG
   /* Make sure the resource binding flags were set properly */
   for (i = 0; i < framebuffer.nr_cbufs; i++) {
      assert(!framebuffer.cbufs[i] ||
             framebuffer.cbufs[i]->texture->bind & PIPE_BIND_RENDER_TARGET);
   }
   if (framebuffer.zsbuf) {
      assert(framebuffer.zsbuf->texture->bind & PIPE_BIND_DEPTH_STENCIL);
   }
#endif

   if (framebuffer.width == USHRT_MAX)
      framebuffer.width = 0;
   if (framebuffer.height == USHRT_MAX)
      framebuffer.height = 0;

   cso_set_framebuffer(st->cso_context, &framebuffer);

   st->state.fb_width = framebuffer.width;
   st->state.fb_height = framebuffer.height;
   st->state.fb_num_samples = util_framebuffer_get_num_samples(&framebuffer);
   st->state.fb_num_layers = util_framebuffer_get_num_layers(&framebuffer);
   st->state.fb_num_cb = framebuffer.nr_cbufs;
}
예제 #11
0
static void
upload_sf_state(struct brw_context *brw)
{
   struct gl_context *ctx = &brw->ctx;
   uint32_t dw1, dw2, dw3;
   float point_size;
   /* _NEW_BUFFERS */
   bool render_to_fbo = _mesa_is_user_fbo(ctx->DrawBuffer);
   const bool multisampled_fbo = _mesa_geometric_samples(ctx->DrawBuffer) > 1;

   dw1 = GEN6_SF_STATISTICS_ENABLE;

   if (brw->sf.viewport_transform_enable)
       dw1 |= GEN6_SF_VIEWPORT_TRANSFORM_ENABLE;

   /* _NEW_BUFFERS */
   dw1 |= (brw_depthbuffer_format(brw) << GEN7_SF_DEPTH_BUFFER_SURFACE_FORMAT_SHIFT);

   /* _NEW_POLYGON */
   if (ctx->Polygon._FrontBit == render_to_fbo)
      dw1 |= GEN6_SF_WINDING_CCW;

   if (ctx->Polygon.OffsetFill)
       dw1 |= GEN6_SF_GLOBAL_DEPTH_OFFSET_SOLID;

   if (ctx->Polygon.OffsetLine)
       dw1 |= GEN6_SF_GLOBAL_DEPTH_OFFSET_WIREFRAME;

   if (ctx->Polygon.OffsetPoint)
       dw1 |= GEN6_SF_GLOBAL_DEPTH_OFFSET_POINT;

   switch (ctx->Polygon.FrontMode) {
   case GL_FILL:
       dw1 |= GEN6_SF_FRONT_SOLID;
       break;

   case GL_LINE:
       dw1 |= GEN6_SF_FRONT_WIREFRAME;
       break;

   case GL_POINT:
       dw1 |= GEN6_SF_FRONT_POINT;
       break;

   default:
       unreachable("not reached");
   }

   switch (ctx->Polygon.BackMode) {
   case GL_FILL:
       dw1 |= GEN6_SF_BACK_SOLID;
       break;

   case GL_LINE:
       dw1 |= GEN6_SF_BACK_WIREFRAME;
       break;

   case GL_POINT:
       dw1 |= GEN6_SF_BACK_POINT;
       break;

   default:
       unreachable("not reached");
   }

   dw2 = 0;

   if (ctx->Polygon.CullFlag) {
      switch (ctx->Polygon.CullFaceMode) {
      case GL_FRONT:
	 dw2 |= GEN6_SF_CULL_FRONT;
	 break;
      case GL_BACK:
	 dw2 |= GEN6_SF_CULL_BACK;
	 break;
      case GL_FRONT_AND_BACK:
	 dw2 |= GEN6_SF_CULL_BOTH;
	 break;
      default:
	 unreachable("not reached");
      }
   } else {
      dw2 |= GEN6_SF_CULL_NONE;
   }

   /* _NEW_SCISSOR _NEW_POLYGON BRW_NEW_GEOMETRY_PROGRAM BRW_NEW_PRIMITIVE */
   if (ctx->Scissor.EnableFlags ||
       is_drawing_points(brw) || is_drawing_lines(brw))
      dw2 |= GEN6_SF_SCISSOR_ENABLE;

   /* _NEW_LINE */
   {
      uint32_t line_width_u3_7 = brw_get_line_width(brw);
      dw2 |= line_width_u3_7 << GEN6_SF_LINE_WIDTH_SHIFT;
   }
   if (ctx->Line.SmoothFlag) {
      dw2 |= GEN6_SF_LINE_AA_ENABLE;
      dw2 |= GEN6_SF_LINE_END_CAP_WIDTH_1_0;
   }
   if (ctx->Line.StippleFlag && brw->is_haswell) {
      dw2 |= HSW_SF_LINE_STIPPLE_ENABLE;
   }
   /* _NEW_MULTISAMPLE */
   if (multisampled_fbo && ctx->Multisample.Enabled)
      dw2 |= GEN6_SF_MSRAST_ON_PATTERN;

   /* FINISHME: Last Pixel Enable?  Vertex Sub Pixel Precision Select?
    */

   dw3 = GEN6_SF_LINE_AA_MODE_TRUE;

   /* _NEW_PROGRAM | _NEW_POINT */
   if (!(ctx->VertexProgram.PointSizeEnabled || ctx->Point._Attenuated))
      dw3 |= GEN6_SF_USE_STATE_POINT_WIDTH;

   /* Clamp to ARB_point_parameters user limits */
   point_size = CLAMP(ctx->Point.Size, ctx->Point.MinSize, ctx->Point.MaxSize);

   /* Clamp to the hardware limits and convert to fixed point */
   dw3 |= U_FIXED(CLAMP(point_size, 0.125f, 255.875f), 3);

   /* _NEW_LIGHT */
   if (ctx->Light.ProvokingVertex != GL_FIRST_VERTEX_CONVENTION) {
      dw3 |=
	 (2 << GEN6_SF_TRI_PROVOKE_SHIFT) |
	 (2 << GEN6_SF_TRIFAN_PROVOKE_SHIFT) |
	 (1 << GEN6_SF_LINE_PROVOKE_SHIFT);
   } else {
      dw3 |= (1 << GEN6_SF_TRIFAN_PROVOKE_SHIFT);
   }

   BEGIN_BATCH(7);
   OUT_BATCH(_3DSTATE_SF << 16 | (7 - 2));
   OUT_BATCH(dw1);
   OUT_BATCH(dw2);
   OUT_BATCH(dw3);
   OUT_BATCH_F(ctx->Polygon.OffsetUnits * 2); /* constant.  copied from gen4 */
   OUT_BATCH_F(ctx->Polygon.OffsetFactor); /* scale */
   OUT_BATCH_F(ctx->Polygon.OffsetClamp); /* global depth offset clamp */
   ADVANCE_BATCH();
}
예제 #12
0
static void update_raster_state( struct st_context *st )
{
   struct gl_context *ctx = st->ctx;
   struct pipe_rasterizer_state *raster = &st->state.rasterizer;
   const struct gl_vertex_program *vertProg = ctx->VertexProgram._Current;
   const struct gl_fragment_program *fragProg = ctx->FragmentProgram._Current;
   uint i;

   memset(raster, 0, sizeof(*raster));

   /* _NEW_POLYGON, _NEW_BUFFERS
    */
   {
      raster->front_ccw = (ctx->Polygon.FrontFace == GL_CCW);

      /* _NEW_TRANSFORM */
      if (ctx->Transform.ClipOrigin == GL_UPPER_LEFT) {
         raster->front_ccw ^= 1;
      }

      /*
       * Gallium's surfaces are Y=0=TOP orientation.  OpenGL is the
       * opposite.  Window system surfaces are Y=0=TOP.  Mesa's FBOs
       * must match OpenGL conventions so FBOs use Y=0=BOTTOM.  In that
       * case, we must invert Y and flip the notion of front vs. back.
       */
      if (st_fb_orientation(ctx->DrawBuffer) == Y_0_BOTTOM) {
         /* Drawing to an FBO.  The viewport will be inverted. */
         raster->front_ccw ^= 1;
      }
   }

   /* _NEW_LIGHT
    */
   raster->flatshade = ctx->Light.ShadeModel == GL_FLAT;
      
   raster->flatshade_first = ctx->Light.ProvokingVertex ==
                             GL_FIRST_VERTEX_CONVENTION_EXT;

   /* _NEW_LIGHT | _NEW_PROGRAM */
   raster->light_twoside = ctx->VertexProgram._TwoSideEnabled;

   /*_NEW_LIGHT | _NEW_BUFFERS */
   raster->clamp_vertex_color = !st->clamp_vert_color_in_shader &&
                                ctx->Light._ClampVertexColor;

   /* _NEW_POLYGON
    */
   if (ctx->Polygon.CullFlag) {
      switch (ctx->Polygon.CullFaceMode) {
      case GL_FRONT:
	 raster->cull_face = PIPE_FACE_FRONT;
         break;
      case GL_BACK:
	 raster->cull_face = PIPE_FACE_BACK;
         break;
      case GL_FRONT_AND_BACK:
	 raster->cull_face = PIPE_FACE_FRONT_AND_BACK;
         break;
      }
   }
   else {
      raster->cull_face = PIPE_FACE_NONE;
   }

   /* _NEW_POLYGON
    */
   {
      if (ST_DEBUG & DEBUG_WIREFRAME) {
         raster->fill_front = PIPE_POLYGON_MODE_LINE;
         raster->fill_back = PIPE_POLYGON_MODE_LINE;
      }
      else {
         raster->fill_front = translate_fill( ctx->Polygon.FrontMode );
         raster->fill_back = translate_fill( ctx->Polygon.BackMode );
      }

      /* Simplify when culling is active:
       */
      if (raster->cull_face & PIPE_FACE_FRONT) {
	 raster->fill_front = raster->fill_back;
      }
      
      if (raster->cull_face & PIPE_FACE_BACK) {
	 raster->fill_back = raster->fill_front;
      }
   }

   /* _NEW_POLYGON 
    */
   if (ctx->Polygon.OffsetPoint ||
       ctx->Polygon.OffsetLine ||
       ctx->Polygon.OffsetFill) {
      raster->offset_point = ctx->Polygon.OffsetPoint;
      raster->offset_line = ctx->Polygon.OffsetLine;
      raster->offset_tri = ctx->Polygon.OffsetFill;
      raster->offset_units = ctx->Polygon.OffsetUnits;
      raster->offset_scale = ctx->Polygon.OffsetFactor;
      raster->offset_clamp = ctx->Polygon.OffsetClamp;
   }

   raster->poly_smooth = ctx->Polygon.SmoothFlag;
   raster->poly_stipple_enable = ctx->Polygon.StippleFlag;

   /* _NEW_POINT
    */
   raster->point_size = ctx->Point.Size;
   raster->point_smooth = !ctx->Point.PointSprite && ctx->Point.SmoothFlag;

   /* _NEW_POINT | _NEW_PROGRAM
    */
   if (ctx->Point.PointSprite) {
      /* origin */
      if ((ctx->Point.SpriteOrigin == GL_UPPER_LEFT) ^
          (st_fb_orientation(ctx->DrawBuffer) == Y_0_BOTTOM))
         raster->sprite_coord_mode = PIPE_SPRITE_COORD_UPPER_LEFT;
      else 
         raster->sprite_coord_mode = PIPE_SPRITE_COORD_LOWER_LEFT;

      /* Coord replacement flags.  If bit 'k' is set that means
       * that we need to replace GENERIC[k] attrib with an automatically
       * computed texture coord.
       */
      for (i = 0; i < MAX_TEXTURE_COORD_UNITS; i++) {
         if (ctx->Point.CoordReplace[i]) {
            raster->sprite_coord_enable |= 1 << i;
         }
      }
      if (!st->needs_texcoord_semantic &&
          fragProg->Base.InputsRead & VARYING_BIT_PNTC) {
         raster->sprite_coord_enable |=
            1 << st_get_generic_varying_index(st, VARYING_SLOT_PNTC);
      }

      raster->point_quad_rasterization = 1;
   }

   /* ST_NEW_VERTEX_PROGRAM
    */
   if (vertProg) {
      if (vertProg->Base.Id == 0) {
         if (vertProg->Base.OutputsWritten & BITFIELD64_BIT(VARYING_SLOT_PSIZ)) {
            /* generated program which emits point size */
            raster->point_size_per_vertex = TRUE;
         }
      }
      else if (ctx->API != API_OPENGLES2) {
         /* PointSizeEnabled is always set in ES2 contexts */
         raster->point_size_per_vertex = ctx->VertexProgram.PointSizeEnabled;
      }
      else {
         /* ST_NEW_TESSEVAL_PROGRAM | ST_NEW_GEOMETRY_PROGRAM */
         /* We have to check the last bound stage and see if it writes psize */
         struct gl_program *last = NULL;
         if (ctx->GeometryProgram._Current)
            last = &ctx->GeometryProgram._Current->Base;
         else if (ctx->TessEvalProgram._Current)
            last = &ctx->TessEvalProgram._Current->Base;
         else if (ctx->VertexProgram._Current)
            last = &ctx->VertexProgram._Current->Base;
         if (last)
            raster->point_size_per_vertex =
               !!(last->OutputsWritten & BITFIELD64_BIT(VARYING_SLOT_PSIZ));
      }
   }
   if (!raster->point_size_per_vertex) {
      /* clamp size now */
      raster->point_size = CLAMP(ctx->Point.Size,
                                 ctx->Point.MinSize,
                                 ctx->Point.MaxSize);
   }

   /* _NEW_LINE
    */
   raster->line_smooth = ctx->Line.SmoothFlag;
   if (ctx->Line.SmoothFlag) {
      raster->line_width = CLAMP(ctx->Line.Width,
                                 ctx->Const.MinLineWidthAA,
                                 ctx->Const.MaxLineWidthAA);
   }
   else {
      raster->line_width = CLAMP(ctx->Line.Width,
                                 ctx->Const.MinLineWidth,
                                 ctx->Const.MaxLineWidth);
   }

   raster->line_stipple_enable = ctx->Line.StippleFlag;
   raster->line_stipple_pattern = ctx->Line.StipplePattern;
   /* GL stipple factor is in [1,256], remap to [0, 255] here */
   raster->line_stipple_factor = ctx->Line.StippleFactor - 1;

   /* _NEW_MULTISAMPLE */
   raster->multisample = _mesa_is_multisample_enabled(ctx);

   /* _NEW_MULTISAMPLE | _NEW_BUFFERS */
   raster->force_persample_interp =
         !st->force_persample_in_shader &&
         _mesa_is_multisample_enabled(ctx) &&
         ctx->Multisample.SampleShading &&
         ctx->Multisample.MinSampleShadingValue *
         _mesa_geometric_samples(ctx->DrawBuffer) > 1;

   /* _NEW_SCISSOR */
   raster->scissor = ctx->Scissor.EnableFlags;

   /* _NEW_FRAG_CLAMP */
   raster->clamp_fragment_color = !st->clamp_frag_color_in_shader &&
                                  ctx->Color._ClampFragmentColor;

   raster->half_pixel_center = 1;
   if (st_fb_orientation(ctx->DrawBuffer) == Y_0_TOP)
      raster->bottom_edge_rule = 1;
   /* _NEW_TRANSFORM */
   if (ctx->Transform.ClipOrigin == GL_UPPER_LEFT)
      raster->bottom_edge_rule ^= 1;

   /* ST_NEW_RASTERIZER */
   raster->rasterizer_discard = ctx->RasterDiscard;

   if (st->edgeflag_culls_prims) {
      /* All edge flags are FALSE. Cull the affected faces. */
      if (raster->fill_front != PIPE_POLYGON_MODE_FILL)
         raster->cull_face |= PIPE_FACE_FRONT;
      if (raster->fill_back != PIPE_POLYGON_MODE_FILL)
         raster->cull_face |= PIPE_FACE_BACK;
   }

   /* _NEW_TRANSFORM */
   raster->depth_clip = !ctx->Transform.DepthClamp;
   raster->clip_plane_enable = ctx->Transform.ClipPlanesEnabled;
   raster->clip_halfz = (ctx->Transform.ClipDepthMode == GL_ZERO_TO_ONE);

   cso_set_rasterizer(st->cso_context, raster);
}
예제 #13
0
/**
 * Use the list of tokens in the state[] array to find global GL state
 * and return it in <value>.  Usually, four values are returned in <value>
 * but matrix queries may return as many as 16 values.
 * This function is used for ARB vertex/fragment programs.
 * The program parser will produce the state[] values.
 */
static void
_mesa_fetch_state(struct gl_context *ctx, const gl_state_index state[],
                  gl_constant_value *val)
{
   GLfloat *value = &val->f;

   switch (state[0]) {
   case STATE_MATERIAL:
      {
         /* state[1] is either 0=front or 1=back side */
         const GLuint face = (GLuint) state[1];
         const struct gl_material *mat = &ctx->Light.Material;
         assert(face == 0 || face == 1);
         /* we rely on tokens numbered so that _BACK_ == _FRONT_+ 1 */
         assert(MAT_ATTRIB_FRONT_AMBIENT + 1 == MAT_ATTRIB_BACK_AMBIENT);
         /* XXX we could get rid of this switch entirely with a little
          * work in arbprogparse.c's parse_state_single_item().
          */
         /* state[2] is the material attribute */
         switch (state[2]) {
         case STATE_AMBIENT:
            COPY_4V(value, mat->Attrib[MAT_ATTRIB_FRONT_AMBIENT + face]);
            return;
         case STATE_DIFFUSE:
            COPY_4V(value, mat->Attrib[MAT_ATTRIB_FRONT_DIFFUSE + face]);
            return;
         case STATE_SPECULAR:
            COPY_4V(value, mat->Attrib[MAT_ATTRIB_FRONT_SPECULAR + face]);
            return;
         case STATE_EMISSION:
            COPY_4V(value, mat->Attrib[MAT_ATTRIB_FRONT_EMISSION + face]);
            return;
         case STATE_SHININESS:
            value[0] = mat->Attrib[MAT_ATTRIB_FRONT_SHININESS + face][0];
            value[1] = 0.0F;
            value[2] = 0.0F;
            value[3] = 1.0F;
            return;
         default:
            _mesa_problem(ctx, "Invalid material state in fetch_state");
            return;
         }
      }
   case STATE_LIGHT:
      {
         /* state[1] is the light number */
         const GLuint ln = (GLuint) state[1];
         /* state[2] is the light attribute */
         switch (state[2]) {
         case STATE_AMBIENT:
            COPY_4V(value, ctx->Light.Light[ln].Ambient);
            return;
         case STATE_DIFFUSE:
            COPY_4V(value, ctx->Light.Light[ln].Diffuse);
            return;
         case STATE_SPECULAR:
            COPY_4V(value, ctx->Light.Light[ln].Specular);
            return;
         case STATE_POSITION:
            COPY_4V(value, ctx->Light.Light[ln].EyePosition);
            return;
         case STATE_ATTENUATION:
            value[0] = ctx->Light.Light[ln].ConstantAttenuation;
            value[1] = ctx->Light.Light[ln].LinearAttenuation;
            value[2] = ctx->Light.Light[ln].QuadraticAttenuation;
            value[3] = ctx->Light.Light[ln].SpotExponent;
            return;
         case STATE_SPOT_DIRECTION:
            COPY_3V(value, ctx->Light.Light[ln].SpotDirection);
            value[3] = ctx->Light.Light[ln]._CosCutoff;
            return;
         case STATE_SPOT_CUTOFF:
            value[0] = ctx->Light.Light[ln].SpotCutoff;
            return;
         case STATE_HALF_VECTOR:
            {
               static const GLfloat eye_z[] = {0, 0, 1};
               GLfloat p[3];
               /* Compute infinite half angle vector:
                *   halfVector = normalize(normalize(lightPos) + (0, 0, 1))
		* light.EyePosition.w should be 0 for infinite lights.
                */
               COPY_3V(p, ctx->Light.Light[ln].EyePosition);
               NORMALIZE_3FV(p);
	       ADD_3V(value, p, eye_z);
	       NORMALIZE_3FV(value);
	       value[3] = 1.0;
            }
            return;
         default:
            _mesa_problem(ctx, "Invalid light state in fetch_state");
            return;
         }
      }
   case STATE_LIGHTMODEL_AMBIENT:
      COPY_4V(value, ctx->Light.Model.Ambient);
      return;
   case STATE_LIGHTMODEL_SCENECOLOR:
      if (state[1] == 0) {
         /* front */
         GLint i;
         for (i = 0; i < 3; i++) {
            value[i] = ctx->Light.Model.Ambient[i]
               * ctx->Light.Material.Attrib[MAT_ATTRIB_FRONT_AMBIENT][i]
               + ctx->Light.Material.Attrib[MAT_ATTRIB_FRONT_EMISSION][i];
         }
	 value[3] = ctx->Light.Material.Attrib[MAT_ATTRIB_FRONT_DIFFUSE][3];
      }
      else {
         /* back */
         GLint i;
         for (i = 0; i < 3; i++) {
            value[i] = ctx->Light.Model.Ambient[i]
               * ctx->Light.Material.Attrib[MAT_ATTRIB_BACK_AMBIENT][i]
               + ctx->Light.Material.Attrib[MAT_ATTRIB_BACK_EMISSION][i];
         }
	 value[3] = ctx->Light.Material.Attrib[MAT_ATTRIB_BACK_DIFFUSE][3];
      }
      return;
   case STATE_LIGHTPROD:
      {
         const GLuint ln = (GLuint) state[1];
         const GLuint face = (GLuint) state[2];
         GLint i;
         assert(face == 0 || face == 1);
         switch (state[3]) {
            case STATE_AMBIENT:
               for (i = 0; i < 3; i++) {
                  value[i] = ctx->Light.Light[ln].Ambient[i] *
                     ctx->Light.Material.Attrib[MAT_ATTRIB_FRONT_AMBIENT+face][i];
               }
               /* [3] = material alpha */
               value[3] = ctx->Light.Material.Attrib[MAT_ATTRIB_FRONT_AMBIENT+face][3];
               return;
            case STATE_DIFFUSE:
               for (i = 0; i < 3; i++) {
                  value[i] = ctx->Light.Light[ln].Diffuse[i] *
                     ctx->Light.Material.Attrib[MAT_ATTRIB_FRONT_DIFFUSE+face][i];
               }
               /* [3] = material alpha */
               value[3] = ctx->Light.Material.Attrib[MAT_ATTRIB_FRONT_DIFFUSE+face][3];
               return;
            case STATE_SPECULAR:
               for (i = 0; i < 3; i++) {
                  value[i] = ctx->Light.Light[ln].Specular[i] *
                     ctx->Light.Material.Attrib[MAT_ATTRIB_FRONT_SPECULAR+face][i];
               }
               /* [3] = material alpha */
               value[3] = ctx->Light.Material.Attrib[MAT_ATTRIB_FRONT_SPECULAR+face][3];
               return;
            default:
               _mesa_problem(ctx, "Invalid lightprod state in fetch_state");
               return;
         }
      }
   case STATE_TEXGEN:
      {
         /* state[1] is the texture unit */
         const GLuint unit = (GLuint) state[1];
         /* state[2] is the texgen attribute */
         switch (state[2]) {
         case STATE_TEXGEN_EYE_S:
            COPY_4V(value, ctx->Texture.Unit[unit].GenS.EyePlane);
            return;
         case STATE_TEXGEN_EYE_T:
            COPY_4V(value, ctx->Texture.Unit[unit].GenT.EyePlane);
            return;
         case STATE_TEXGEN_EYE_R:
            COPY_4V(value, ctx->Texture.Unit[unit].GenR.EyePlane);
            return;
         case STATE_TEXGEN_EYE_Q:
            COPY_4V(value, ctx->Texture.Unit[unit].GenQ.EyePlane);
            return;
         case STATE_TEXGEN_OBJECT_S:
            COPY_4V(value, ctx->Texture.Unit[unit].GenS.ObjectPlane);
            return;
         case STATE_TEXGEN_OBJECT_T:
            COPY_4V(value, ctx->Texture.Unit[unit].GenT.ObjectPlane);
            return;
         case STATE_TEXGEN_OBJECT_R:
            COPY_4V(value, ctx->Texture.Unit[unit].GenR.ObjectPlane);
            return;
         case STATE_TEXGEN_OBJECT_Q:
            COPY_4V(value, ctx->Texture.Unit[unit].GenQ.ObjectPlane);
            return;
         default:
            _mesa_problem(ctx, "Invalid texgen state in fetch_state");
            return;
         }
      }
   case STATE_TEXENV_COLOR:
      {
         /* state[1] is the texture unit */
         const GLuint unit = (GLuint) state[1];
         if (_mesa_get_clamp_fragment_color(ctx, ctx->DrawBuffer))
            COPY_4V(value, ctx->Texture.Unit[unit].EnvColor);
         else
            COPY_4V(value, ctx->Texture.Unit[unit].EnvColorUnclamped);
      }
      return;
   case STATE_FOG_COLOR:
      if (_mesa_get_clamp_fragment_color(ctx, ctx->DrawBuffer))
         COPY_4V(value, ctx->Fog.Color);
      else
         COPY_4V(value, ctx->Fog.ColorUnclamped);
      return;
   case STATE_FOG_PARAMS:
      value[0] = ctx->Fog.Density;
      value[1] = ctx->Fog.Start;
      value[2] = ctx->Fog.End;
      value[3] = 1.0f / (ctx->Fog.End - ctx->Fog.Start);
      return;
   case STATE_CLIPPLANE:
      {
         const GLuint plane = (GLuint) state[1];
         COPY_4V(value, ctx->Transform.EyeUserPlane[plane]);
      }
      return;
   case STATE_POINT_SIZE:
      value[0] = ctx->Point.Size;
      value[1] = ctx->Point.MinSize;
      value[2] = ctx->Point.MaxSize;
      value[3] = ctx->Point.Threshold;
      return;
   case STATE_POINT_ATTENUATION:
      value[0] = ctx->Point.Params[0];
      value[1] = ctx->Point.Params[1];
      value[2] = ctx->Point.Params[2];
      value[3] = 1.0F;
      return;
   case STATE_MODELVIEW_MATRIX:
   case STATE_PROJECTION_MATRIX:
   case STATE_MVP_MATRIX:
   case STATE_TEXTURE_MATRIX:
   case STATE_PROGRAM_MATRIX:
      {
         /* state[0] = modelview, projection, texture, etc. */
         /* state[1] = which texture matrix or program matrix */
         /* state[2] = first row to fetch */
         /* state[3] = last row to fetch */
         /* state[4] = transpose, inverse or invtrans */
         const GLmatrix *matrix;
         const gl_state_index mat = state[0];
         const GLuint index = (GLuint) state[1];
         const GLuint firstRow = (GLuint) state[2];
         const GLuint lastRow = (GLuint) state[3];
         const gl_state_index modifier = state[4];
         const GLfloat *m;
         GLuint row, i;
         assert(firstRow < 4);
         assert(lastRow < 4);
         if (mat == STATE_MODELVIEW_MATRIX) {
            matrix = ctx->ModelviewMatrixStack.Top;
         }
         else if (mat == STATE_PROJECTION_MATRIX) {
            matrix = ctx->ProjectionMatrixStack.Top;
         }
         else if (mat == STATE_MVP_MATRIX) {
            matrix = &ctx->_ModelProjectMatrix;
         }
         else if (mat == STATE_TEXTURE_MATRIX) {
            assert(index < ARRAY_SIZE(ctx->TextureMatrixStack));
            matrix = ctx->TextureMatrixStack[index].Top;
         }
         else if (mat == STATE_PROGRAM_MATRIX) {
            assert(index < ARRAY_SIZE(ctx->ProgramMatrixStack));
            matrix = ctx->ProgramMatrixStack[index].Top;
         }
         else {
            _mesa_problem(ctx, "Bad matrix name in _mesa_fetch_state()");
            return;
         }
         if (modifier == STATE_MATRIX_INVERSE ||
             modifier == STATE_MATRIX_INVTRANS) {
            /* Be sure inverse is up to date:
	     */
	    _math_matrix_analyse( (GLmatrix*) matrix );
            m = matrix->inv;
         }
         else {
            m = matrix->m;
         }
         if (modifier == STATE_MATRIX_TRANSPOSE ||
             modifier == STATE_MATRIX_INVTRANS) {
            for (i = 0, row = firstRow; row <= lastRow; row++) {
               value[i++] = m[row * 4 + 0];
               value[i++] = m[row * 4 + 1];
               value[i++] = m[row * 4 + 2];
               value[i++] = m[row * 4 + 3];
            }
         }
         else {
            for (i = 0, row = firstRow; row <= lastRow; row++) {
               value[i++] = m[row + 0];
               value[i++] = m[row + 4];
               value[i++] = m[row + 8];
               value[i++] = m[row + 12];
            }
         }
      }
      return;
   case STATE_NUM_SAMPLES:
      val[0].i = MAX2(1, _mesa_geometric_samples(ctx->DrawBuffer));
      return;
   case STATE_DEPTH_RANGE:
      value[0] = ctx->ViewportArray[0].Near;                /* near       */
      value[1] = ctx->ViewportArray[0].Far;                 /* far        */
      value[2] = ctx->ViewportArray[0].Far - ctx->ViewportArray[0].Near; /* far - near */
      value[3] = 1.0;
      return;
   case STATE_FRAGMENT_PROGRAM:
      {
         /* state[1] = {STATE_ENV, STATE_LOCAL} */
         /* state[2] = parameter index          */
         const int idx = (int) state[2];
         switch (state[1]) {
            case STATE_ENV:
               COPY_4V(value, ctx->FragmentProgram.Parameters[idx]);
               return;
            case STATE_LOCAL:
               if (!ctx->FragmentProgram.Current->arb.LocalParams) {
                  ctx->FragmentProgram.Current->arb.LocalParams =
                     rzalloc_array_size(ctx->FragmentProgram.Current,
                                        sizeof(float[4]),
                                        MAX_PROGRAM_LOCAL_PARAMS);
                  if (!ctx->FragmentProgram.Current->arb.LocalParams)
                     return;
               }

               COPY_4V(value,
                       ctx->FragmentProgram.Current->arb.LocalParams[idx]);
               return;
            default:
               _mesa_problem(ctx, "Bad state switch in _mesa_fetch_state()");
               return;
         }
      }
      return;

   case STATE_VERTEX_PROGRAM:
      {
         /* state[1] = {STATE_ENV, STATE_LOCAL} */
         /* state[2] = parameter index          */
         const int idx = (int) state[2];
         switch (state[1]) {
            case STATE_ENV:
               COPY_4V(value, ctx->VertexProgram.Parameters[idx]);
               return;
            case STATE_LOCAL:
               if (!ctx->VertexProgram.Current->arb.LocalParams) {
                  ctx->VertexProgram.Current->arb.LocalParams =
                     rzalloc_array_size(ctx->VertexProgram.Current,
                                        sizeof(float[4]),
                                        MAX_PROGRAM_LOCAL_PARAMS);
                  if (!ctx->VertexProgram.Current->arb.LocalParams)
                     return;
               }

               COPY_4V(value,
                       ctx->VertexProgram.Current->arb.LocalParams[idx]);
               return;
            default:
               _mesa_problem(ctx, "Bad state switch in _mesa_fetch_state()");
               return;
         }
      }
      return;

   case STATE_NORMAL_SCALE:
      ASSIGN_4V(value, ctx->_ModelViewInvScale, 0, 0, 1);
      return;

   case STATE_INTERNAL:
      switch (state[1]) {
      case STATE_CURRENT_ATTRIB:
         {
            const GLuint idx = (GLuint) state[2];
            COPY_4V(value, ctx->Current.Attrib[idx]);
         }
         return;

      case STATE_CURRENT_ATTRIB_MAYBE_VP_CLAMPED:
         {
            const GLuint idx = (GLuint) state[2];
            if(ctx->Light._ClampVertexColor &&
               (idx == VERT_ATTRIB_COLOR0 ||
                idx == VERT_ATTRIB_COLOR1)) {
               value[0] = CLAMP(ctx->Current.Attrib[idx][0], 0.0f, 1.0f);
               value[1] = CLAMP(ctx->Current.Attrib[idx][1], 0.0f, 1.0f);
               value[2] = CLAMP(ctx->Current.Attrib[idx][2], 0.0f, 1.0f);
               value[3] = CLAMP(ctx->Current.Attrib[idx][3], 0.0f, 1.0f);
            }
            else
               COPY_4V(value, ctx->Current.Attrib[idx]);
         }
         return;

      case STATE_NORMAL_SCALE:
         ASSIGN_4V(value, 
                   ctx->_ModelViewInvScale, 
                   ctx->_ModelViewInvScale, 
                   ctx->_ModelViewInvScale, 
                   1);
         return;

      case STATE_FOG_PARAMS_OPTIMIZED:
         /* for simpler per-vertex/pixel fog calcs. POW (for EXP/EXP2 fog)
          * might be more expensive than EX2 on some hw, plus it needs
          * another constant (e) anyway. Linear fog can now be done with a
          * single MAD.
          * linear: fogcoord * -1/(end-start) + end/(end-start)
          * exp: 2^-(density/ln(2) * fogcoord)
          * exp2: 2^-((density/(sqrt(ln(2))) * fogcoord)^2)
          */
         value[0] = (ctx->Fog.End == ctx->Fog.Start)
            ? 1.0f : (GLfloat)(-1.0F / (ctx->Fog.End - ctx->Fog.Start));
         value[1] = ctx->Fog.End * -value[0];
         value[2] = (GLfloat)(ctx->Fog.Density * M_LOG2E); /* M_LOG2E == 1/ln(2) */
         value[3] = (GLfloat)(ctx->Fog.Density * ONE_DIV_SQRT_LN2);
         return;

      case STATE_POINT_SIZE_CLAMPED:
         {
           /* this includes implementation dependent limits, to avoid
            * another potentially necessary clamp.
            * Note: for sprites, point smooth (point AA) is ignored
            * and we'll clamp to MinPointSizeAA and MaxPointSize, because we
            * expect drivers will want to say their minimum for AA size is 0.0
            * but for non-AA it's 1.0 (because normal points with size below 1.0
            * need to get rounded up to 1.0, hence never disappear). GL does
            * not specify max clamp size for sprites, other than it needs to be
            * at least as large as max AA size, hence use non-AA size there.
            */
            GLfloat minImplSize;
            GLfloat maxImplSize;
            if (ctx->Point.PointSprite) {
               minImplSize = ctx->Const.MinPointSizeAA;
               maxImplSize = ctx->Const.MaxPointSize;
            }
            else if (ctx->Point.SmoothFlag || _mesa_is_multisample_enabled(ctx)) {
               minImplSize = ctx->Const.MinPointSizeAA;
               maxImplSize = ctx->Const.MaxPointSizeAA;
            }
            else {
               minImplSize = ctx->Const.MinPointSize;
               maxImplSize = ctx->Const.MaxPointSize;
            }
            value[0] = ctx->Point.Size;
            value[1] = ctx->Point.MinSize >= minImplSize ? ctx->Point.MinSize : minImplSize;
            value[2] = ctx->Point.MaxSize <= maxImplSize ? ctx->Point.MaxSize : maxImplSize;
            value[3] = ctx->Point.Threshold;
         }
         return;
      case STATE_LIGHT_SPOT_DIR_NORMALIZED:
         {
            /* here, state[2] is the light number */
            /* pre-normalize spot dir */
            const GLuint ln = (GLuint) state[2];
            COPY_3V(value, ctx->Light.Light[ln]._NormSpotDirection);
            value[3] = ctx->Light.Light[ln]._CosCutoff;
         }
         return;

      case STATE_LIGHT_POSITION:
         {
            const GLuint ln = (GLuint) state[2];
            COPY_4V(value, ctx->Light.Light[ln]._Position);
         }
         return;

      case STATE_LIGHT_POSITION_NORMALIZED:
         {
            const GLuint ln = (GLuint) state[2];
            COPY_4V(value, ctx->Light.Light[ln]._Position);
            NORMALIZE_3FV( value );
         }
         return;

      case STATE_LIGHT_HALF_VECTOR:
         {
            const GLuint ln = (GLuint) state[2];
            GLfloat p[3];
            /* Compute infinite half angle vector:
             *   halfVector = normalize(normalize(lightPos) + (0, 0, 1))
             * light.EyePosition.w should be 0 for infinite lights.
             */
            COPY_3V(p, ctx->Light.Light[ln]._Position);
            NORMALIZE_3FV(p);
            ADD_3V(value, p, ctx->_EyeZDir);
            NORMALIZE_3FV(value);
            value[3] = 1.0;
         }
         return;

      case STATE_PT_SCALE:
         value[0] = ctx->Pixel.RedScale;
         value[1] = ctx->Pixel.GreenScale;
         value[2] = ctx->Pixel.BlueScale;
         value[3] = ctx->Pixel.AlphaScale;
         return;

      case STATE_PT_BIAS:
         value[0] = ctx->Pixel.RedBias;
         value[1] = ctx->Pixel.GreenBias;
         value[2] = ctx->Pixel.BlueBias;
         value[3] = ctx->Pixel.AlphaBias;
         return;

      case STATE_FB_SIZE:
         value[0] = (GLfloat) (ctx->DrawBuffer->Width - 1);
         value[1] = (GLfloat) (ctx->DrawBuffer->Height - 1);
         value[2] = 0.0F;
         value[3] = 0.0F;
         return;

      case STATE_FB_WPOS_Y_TRANSFORM:
         /* A driver may negate this conditional by using ZW swizzle
          * instead of XY (based on e.g. some other state). */
         if (_mesa_is_user_fbo(ctx->DrawBuffer)) {
            /* Identity (XY) followed by flipping Y upside down (ZW). */
            value[0] = 1.0F;
            value[1] = 0.0F;
            value[2] = -1.0F;
            value[3] = (GLfloat) ctx->DrawBuffer->Height;
         } else {
            /* Flipping Y upside down (XY) followed by identity (ZW). */
            value[0] = -1.0F;
            value[1] = (GLfloat) ctx->DrawBuffer->Height;
            value[2] = 1.0F;
            value[3] = 0.0F;
         }
         return;

      case STATE_TCS_PATCH_VERTICES_IN:
         val[0].i = ctx->TessCtrlProgram.patch_vertices;
         return;

      case STATE_TES_PATCH_VERTICES_IN:
         if (ctx->TessCtrlProgram._Current)
            val[0].i = ctx->TessCtrlProgram._Current->info.tess.tcs_vertices_out;
         else
            val[0].i = ctx->TessCtrlProgram.patch_vertices;
         return;

      case STATE_ADVANCED_BLENDING_MODE:
         val[0].i = ctx->Color.BlendEnabled ? ctx->Color._AdvancedBlendMode : 0;
         return;

      /* XXX: make sure new tokens added here are also handled in the 
       * _mesa_program_state_flags() switch, below.
       */
      default:
         /* Unknown state indexes are silently ignored here.
          * Drivers may do something special.
          */
         return;
      }
      return;

   default:
      _mesa_problem(ctx, "Invalid state in _mesa_fetch_state");
      return;
   }
}
예제 #14
0
파일: brw_wm.c 프로젝트: airlied/mesa
static void
brw_wm_populate_key(struct brw_context *brw, struct brw_wm_prog_key *key)
{
   struct gl_context *ctx = &brw->ctx;
   /* BRW_NEW_FRAGMENT_PROGRAM */
   const struct brw_fragment_program *fp =
      (struct brw_fragment_program *) brw->fragment_program;
   const struct gl_program *prog = (struct gl_program *) brw->fragment_program;
   GLuint lookup = 0;
   GLuint line_aa;

   memset(key, 0, sizeof(*key));

   /* Build the index for table lookup
    */
   if (brw->gen < 6) {
      /* _NEW_COLOR */
      if (fp->program.UsesKill || ctx->Color.AlphaEnabled)
	 lookup |= IZ_PS_KILL_ALPHATEST_BIT;

      if (fp->program.Base.OutputsWritten & BITFIELD64_BIT(FRAG_RESULT_DEPTH))
	 lookup |= IZ_PS_COMPUTES_DEPTH_BIT;

      /* _NEW_DEPTH */
      if (ctx->Depth.Test)
	 lookup |= IZ_DEPTH_TEST_ENABLE_BIT;

      if (ctx->Depth.Test && ctx->Depth.Mask) /* ?? */
	 lookup |= IZ_DEPTH_WRITE_ENABLE_BIT;

      /* _NEW_STENCIL | _NEW_BUFFERS */
      if (ctx->Stencil._Enabled) {
	 lookup |= IZ_STENCIL_TEST_ENABLE_BIT;

	 if (ctx->Stencil.WriteMask[0] ||
	     ctx->Stencil.WriteMask[ctx->Stencil._BackFace])
	    lookup |= IZ_STENCIL_WRITE_ENABLE_BIT;
      }
      key->iz_lookup = lookup;
   }

   line_aa = AA_NEVER;

   /* _NEW_LINE, _NEW_POLYGON, BRW_NEW_REDUCED_PRIMITIVE */
   if (ctx->Line.SmoothFlag) {
      if (brw->reduced_primitive == GL_LINES) {
	 line_aa = AA_ALWAYS;
      }
      else if (brw->reduced_primitive == GL_TRIANGLES) {
	 if (ctx->Polygon.FrontMode == GL_LINE) {
	    line_aa = AA_SOMETIMES;

	    if (ctx->Polygon.BackMode == GL_LINE ||
		(ctx->Polygon.CullFlag &&
		 ctx->Polygon.CullFaceMode == GL_BACK))
	       line_aa = AA_ALWAYS;
	 }
	 else if (ctx->Polygon.BackMode == GL_LINE) {
	    line_aa = AA_SOMETIMES;

	    if ((ctx->Polygon.CullFlag &&
		 ctx->Polygon.CullFaceMode == GL_FRONT))
	       line_aa = AA_ALWAYS;
	 }
      }
   }

   key->line_aa = line_aa;

   /* _NEW_HINT */
   key->high_quality_derivatives =
      ctx->Hint.FragmentShaderDerivative == GL_NICEST;

   if (brw->gen < 6)
      key->stats_wm = brw->stats_wm;

   /* _NEW_LIGHT */
   key->flat_shade = (ctx->Light.ShadeModel == GL_FLAT);

   /* _NEW_FRAG_CLAMP | _NEW_BUFFERS */
   key->clamp_fragment_color = ctx->Color._ClampFragmentColor;

   /* _NEW_TEXTURE */
   brw_populate_sampler_prog_key_data(ctx, prog, brw->wm.base.sampler_count,
                                      &key->tex);

   /* _NEW_BUFFERS */
   key->nr_color_regions = ctx->DrawBuffer->_NumColorDrawBuffers;

   /* _NEW_COLOR */
   key->force_dual_color_blend = brw->dual_color_blend_by_location &&
      (ctx->Color.BlendEnabled & 1) && ctx->Color.Blend[0]._UsesDualSrc;

   /* _NEW_MULTISAMPLE, _NEW_COLOR, _NEW_BUFFERS */
   key->replicate_alpha = ctx->DrawBuffer->_NumColorDrawBuffers > 1 &&
      (ctx->Multisample.SampleAlphaToCoverage || ctx->Color.AlphaEnabled);

   /* _NEW_BUFFERS _NEW_MULTISAMPLE */
   /* Ignore sample qualifier while computing this flag. */
   if (ctx->Multisample.Enabled) {
      key->persample_interp =
         ctx->Multisample.SampleShading &&
         (ctx->Multisample.MinSampleShadingValue *
          _mesa_geometric_samples(ctx->DrawBuffer) > 1);

      key->multisample_fbo = _mesa_geometric_samples(ctx->DrawBuffer) > 1;
   }

   /* BRW_NEW_VUE_MAP_GEOM_OUT */
   if (brw->gen < 6 || _mesa_bitcount_64(fp->program.Base.InputsRead &
                                         BRW_FS_VARYING_INPUT_MASK) > 16)
      key->input_slots_valid = brw->vue_map_geom_out.slots_valid;


   /* _NEW_COLOR | _NEW_BUFFERS */
   /* Pre-gen6, the hardware alpha test always used each render
    * target's alpha to do alpha test, as opposed to render target 0's alpha
    * like GL requires.  Fix that by building the alpha test into the
    * shader, and we'll skip enabling the fixed function alpha test.
    */
   if (brw->gen < 6 && ctx->DrawBuffer->_NumColorDrawBuffers > 1 &&
       ctx->Color.AlphaEnabled) {
      key->alpha_test_func = ctx->Color.AlphaFunc;
      key->alpha_test_ref = ctx->Color.AlphaRef;
   }

   /* The unique fragment program ID */
   key->program_string_id = fp->id;
}