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; } }
/* 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; }
/** * 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; }
/** * 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; }
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; }
/* 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; }