/** * Update fragment state. This is called just prior to drawing * something when some fragment-related state has changed. */ void llvmpipe_update_fs(struct llvmpipe_context *lp) { struct lp_fragment_shader *shader = lp->fs; struct lp_fragment_shader_variant_key key; struct lp_fragment_shader_variant *variant = NULL; struct lp_fs_variant_list_item *li; make_variant_key(lp, shader, &key); li = first_elem(&shader->variants); while(!at_end(&shader->variants, li)) { if(memcmp(&li->base->key, &key, shader->variant_key_size) == 0) { variant = li->base; break; } li = next_elem(li); } if (variant) { move_to_head(&lp->fs_variants_list, &variant->list_item_global); } else { int64_t t0, t1; int64_t dt; unsigned i; if (lp->nr_fs_variants >= LP_MAX_SHADER_VARIANTS) { struct pipe_context *pipe = &lp->pipe; /* * XXX: we need to flush the context until we have some sort of reference * counting in fragment shaders as they may still be binned * Flushing alone might not be sufficient we need to wait on it too. */ llvmpipe_finish(pipe, __FUNCTION__); for (i = 0; i < LP_MAX_SHADER_VARIANTS / 4; i++) { struct lp_fs_variant_list_item *item = last_elem(&lp->fs_variants_list); remove_shader_variant(lp, item->base); } } t0 = os_time_get(); variant = generate_variant(lp, shader, &key); t1 = os_time_get(); dt = t1 - t0; LP_COUNT_ADD(llvm_compile_time, dt); LP_COUNT_ADD(nr_llvm_compiles, 2); /* emit vs. omit in/out test */ if (variant) { insert_at_head(&shader->variants, &variant->list_item_local); insert_at_head(&lp->fs_variants_list, &variant->list_item_global); lp->nr_fs_variants++; shader->variants_cached++; } } lp_setup_set_fs_variant(lp->setup, variant); }
/** * Update fragment state. This is called just prior to drawing * something when some fragment-related state has changed. */ void llvmpipe_update_fs(struct llvmpipe_context *lp) { struct lp_fragment_shader *shader = lp->fs; struct lp_fragment_shader_variant_key key; struct lp_fragment_shader_variant *variant; boolean opaque; make_variant_key(lp, shader, &key); variant = shader->variants; while(variant) { if(memcmp(&variant->key, &key, sizeof key) == 0) break; variant = variant->next; } if (!variant) { int64_t t0, t1; int64_t dt; t0 = os_time_get(); variant = generate_variant(lp, shader, &key); t1 = os_time_get(); dt = t1 - t0; LP_COUNT_ADD(llvm_compile_time, dt); LP_COUNT_ADD(nr_llvm_compiles, 2); /* emit vs. omit in/out test */ } shader->current = variant; /* TODO: put this in the variant */ /* TODO: most of these can be relaxed, in particular the colormask */ opaque = !key.blend.logicop_enable && !key.blend.rt[0].blend_enable && key.blend.rt[0].colormask == 0xf && !key.alpha.enabled && !key.depth.enabled && !key.scissor && !shader->info.uses_kill ? TRUE : FALSE; lp_setup_set_fs_functions(lp->setup, shader->current->jit_function[0], shader->current->jit_function[1], opaque); }