1848b8605Smrg/**************************************************************************
2848b8605Smrg *
3848b8605Smrg * Copyright 2003 VMware, Inc.
4848b8605Smrg * All Rights Reserved.
5848b8605Smrg *
6848b8605Smrg * Permission is hereby granted, free of charge, to any person obtaining a
7848b8605Smrg * copy of this software and associated documentation files (the
8848b8605Smrg * "Software"), to deal in the Software without restriction, including
9848b8605Smrg * without limitation the rights to use, copy, modify, merge, publish,
10848b8605Smrg * distribute, sub license, and/or sell copies of the Software, and to
11848b8605Smrg * permit persons to whom the Software is furnished to do so, subject to
12848b8605Smrg * the following conditions:
13848b8605Smrg *
14848b8605Smrg * The above copyright notice and this permission notice (including the
15848b8605Smrg * next paragraph) shall be included in all copies or substantial portions
16848b8605Smrg * of the Software.
17848b8605Smrg *
18848b8605Smrg * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
19848b8605Smrg * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
20848b8605Smrg * MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT.
21848b8605Smrg * IN NO EVENT SHALL VMWARE AND/OR ITS SUPPLIERS BE LIABLE FOR
22848b8605Smrg * ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
23848b8605Smrg * TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
24848b8605Smrg * SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
25848b8605Smrg *
26848b8605Smrg **************************************************************************/
27848b8605Smrg
28848b8605Smrg
29b8e80941Smrg#include <stdio.h>
30b8e80941Smrg#include "main/arrayobj.h"
31848b8605Smrg#include "main/glheader.h"
32848b8605Smrg#include "main/context.h"
33848b8605Smrg
34848b8605Smrg#include "pipe/p_defines.h"
35848b8605Smrg#include "st_context.h"
36848b8605Smrg#include "st_atom.h"
37848b8605Smrg#include "st_program.h"
38848b8605Smrg#include "st_manager.h"
39b8e80941Smrg#include "st_util.h"
40848b8605Smrg
41848b8605Smrg
42b8e80941Smrgtypedef void (*update_func_t)(struct st_context *st);
43b8e80941Smrg
44b8e80941Smrg/* The list state update functions. */
45b8e80941Smrgstatic const update_func_t update_functions[] =
46848b8605Smrg{
47b8e80941Smrg#define ST_STATE(FLAG, st_update) st_update,
48b8e80941Smrg#include "st_atom_list.h"
49b8e80941Smrg#undef ST_STATE
50848b8605Smrg};
51848b8605Smrg
52848b8605Smrg
53848b8605Smrgvoid st_init_atoms( struct st_context *st )
54848b8605Smrg{
55b8e80941Smrg   STATIC_ASSERT(ARRAY_SIZE(update_functions) <= 64);
56848b8605Smrg}
57848b8605Smrg
58848b8605Smrg
59848b8605Smrgvoid st_destroy_atoms( struct st_context *st )
60848b8605Smrg{
61848b8605Smrg   /* no-op */
62848b8605Smrg}
63848b8605Smrg
64848b8605Smrg
65848b8605Smrg/* Too complex to figure out, just check every time:
66848b8605Smrg */
67848b8605Smrgstatic void check_program_state( struct st_context *st )
68848b8605Smrg{
69848b8605Smrg   struct gl_context *ctx = st->ctx;
70b8e80941Smrg   struct st_vertex_program *old_vp = st->vp;
71b8e80941Smrg   struct st_common_program *old_tcp = st->tcp;
72b8e80941Smrg   struct st_common_program *old_tep = st->tep;
73b8e80941Smrg   struct st_common_program *old_gp = st->gp;
74b8e80941Smrg   struct st_fragment_program *old_fp = st->fp;
75b8e80941Smrg
76b8e80941Smrg   struct gl_program *new_vp = ctx->VertexProgram._Current;
77b8e80941Smrg   struct gl_program *new_tcp = ctx->TessCtrlProgram._Current;
78b8e80941Smrg   struct gl_program *new_tep = ctx->TessEvalProgram._Current;
79b8e80941Smrg   struct gl_program *new_gp = ctx->GeometryProgram._Current;
80b8e80941Smrg   struct gl_program *new_fp = ctx->FragmentProgram._Current;
81b8e80941Smrg   uint64_t dirty = 0;
82b8e80941Smrg   unsigned num_viewports = 1;
83b8e80941Smrg
84b8e80941Smrg   /* Flag states used by both new and old shaders to unbind shader resources
85b8e80941Smrg    * properly when transitioning to shaders that don't use them.
86b8e80941Smrg    */
87b8e80941Smrg   if (unlikely(new_vp != &old_vp->Base)) {
88b8e80941Smrg      if (old_vp)
89b8e80941Smrg         dirty |= old_vp->affected_states;
90b8e80941Smrg      if (new_vp)
91b8e80941Smrg         dirty |= ST_NEW_VERTEX_PROGRAM(st, st_vertex_program(new_vp));
92b8e80941Smrg   }
93848b8605Smrg
94b8e80941Smrg   if (unlikely(new_tcp != &old_tcp->Base)) {
95b8e80941Smrg      if (old_tcp)
96b8e80941Smrg         dirty |= old_tcp->affected_states;
97b8e80941Smrg      if (new_tcp)
98b8e80941Smrg         dirty |= st_common_program(new_tcp)->affected_states;
99b8e80941Smrg   }
100848b8605Smrg
101b8e80941Smrg   if (unlikely(new_tep != &old_tep->Base)) {
102b8e80941Smrg      if (old_tep)
103b8e80941Smrg         dirty |= old_tep->affected_states;
104b8e80941Smrg      if (new_tep)
105b8e80941Smrg         dirty |= st_common_program(new_tep)->affected_states;
106b8e80941Smrg   }
107848b8605Smrg
108b8e80941Smrg   if (unlikely(new_gp != &old_gp->Base)) {
109b8e80941Smrg      if (old_gp)
110b8e80941Smrg         dirty |= old_gp->affected_states;
111b8e80941Smrg      if (new_gp)
112b8e80941Smrg         dirty |= st_common_program(new_gp)->affected_states;
113b8e80941Smrg   }
114b8e80941Smrg
115b8e80941Smrg   if (unlikely(new_fp != &old_fp->Base)) {
116b8e80941Smrg      if (old_fp)
117b8e80941Smrg         dirty |= old_fp->affected_states;
118b8e80941Smrg      if (new_fp)
119b8e80941Smrg         dirty |= st_fragment_program(new_fp)->affected_states;
120b8e80941Smrg   }
121b8e80941Smrg
122b8e80941Smrg   /* Find out the number of viewports. This determines how many scissors
123b8e80941Smrg    * and viewport states we need to update.
124b8e80941Smrg    */
125b8e80941Smrg   struct gl_program *last_prim_shader = new_gp ? new_gp :
126b8e80941Smrg                                         new_tep ? new_tep : new_vp;
127b8e80941Smrg   if (last_prim_shader &&
128b8e80941Smrg       last_prim_shader->info.outputs_written & VARYING_BIT_VIEWPORT)
129b8e80941Smrg      num_viewports = ctx->Const.MaxViewports;
130b8e80941Smrg
131b8e80941Smrg   if (st->state.num_viewports != num_viewports) {
132b8e80941Smrg      st->state.num_viewports = num_viewports;
133b8e80941Smrg      dirty |= ST_NEW_VIEWPORT;
134b8e80941Smrg
135b8e80941Smrg      if (ctx->Scissor.EnableFlags & u_bit_consecutive(0, num_viewports))
136b8e80941Smrg         dirty |= ST_NEW_SCISSOR;
137b8e80941Smrg   }
138b8e80941Smrg
139b8e80941Smrg   st->dirty |= dirty;
140848b8605Smrg}
141848b8605Smrg
142848b8605Smrgstatic void check_attrib_edgeflag(struct st_context *st)
143848b8605Smrg{
144848b8605Smrg   GLboolean vertdata_edgeflags, edgeflag_culls_prims, edgeflags_enabled;
145b8e80941Smrg   struct gl_program *vp = st->ctx->VertexProgram._Current;
146848b8605Smrg
147848b8605Smrg   edgeflags_enabled = st->ctx->Polygon.FrontMode != GL_FILL ||
148848b8605Smrg                       st->ctx->Polygon.BackMode != GL_FILL;
149848b8605Smrg
150848b8605Smrg   vertdata_edgeflags = edgeflags_enabled &&
151b8e80941Smrg      _mesa_draw_edge_flag_array_enabled(st->ctx);
152b8e80941Smrg
153848b8605Smrg   if (vertdata_edgeflags != st->vertdata_edgeflags) {
154848b8605Smrg      st->vertdata_edgeflags = vertdata_edgeflags;
155b8e80941Smrg      if (vp)
156b8e80941Smrg         st->dirty |= ST_NEW_VERTEX_PROGRAM(st, st_vertex_program(vp));
157848b8605Smrg   }
158848b8605Smrg
159848b8605Smrg   edgeflag_culls_prims = edgeflags_enabled && !vertdata_edgeflags &&
160848b8605Smrg                          !st->ctx->Current.Attrib[VERT_ATTRIB_EDGEFLAG][0];
161848b8605Smrg   if (edgeflag_culls_prims != st->edgeflag_culls_prims) {
162848b8605Smrg      st->edgeflag_culls_prims = edgeflag_culls_prims;
163b8e80941Smrg      st->dirty |= ST_NEW_RASTERIZER;
164848b8605Smrg   }
165848b8605Smrg}
166848b8605Smrg
167848b8605Smrg
168848b8605Smrg/***********************************************************************
169848b8605Smrg * Update all derived state:
170848b8605Smrg */
171848b8605Smrg
172b8e80941Smrgvoid st_validate_state( struct st_context *st, enum st_pipeline pipeline )
173848b8605Smrg{
174b8e80941Smrg   struct gl_context *ctx = st->ctx;
175b8e80941Smrg   uint64_t dirty, pipeline_mask;
176b8e80941Smrg   uint32_t dirty_lo, dirty_hi;
177b8e80941Smrg
178b8e80941Smrg   /* Get Mesa driver state.
179b8e80941Smrg    *
180b8e80941Smrg    * Inactive states are shader states not used by shaders at the moment.
181b8e80941Smrg    */
182b8e80941Smrg   st->dirty |= ctx->NewDriverState & st->active_states & ST_ALL_STATES_MASK;
183b8e80941Smrg   ctx->NewDriverState = 0;
184b8e80941Smrg
185b8e80941Smrg   /* Get pipeline state. */
186b8e80941Smrg   switch (pipeline) {
187b8e80941Smrg   case ST_PIPELINE_RENDER:
188b8e80941Smrg      if (st->ctx->API == API_OPENGL_COMPAT)
189b8e80941Smrg         check_attrib_edgeflag(st);
190b8e80941Smrg
191b8e80941Smrg      if (st->gfx_shaders_may_be_dirty) {
192b8e80941Smrg         check_program_state(st);
193b8e80941Smrg         st->gfx_shaders_may_be_dirty = false;
194b8e80941Smrg      }
195848b8605Smrg
196b8e80941Smrg      st_manager_validate_framebuffers(st);
197848b8605Smrg
198b8e80941Smrg      pipeline_mask = ST_PIPELINE_RENDER_STATE_MASK;
199b8e80941Smrg      break;
200848b8605Smrg
201b8e80941Smrg   case ST_PIPELINE_CLEAR:
202b8e80941Smrg      st_manager_validate_framebuffers(st);
203b8e80941Smrg      pipeline_mask = ST_PIPELINE_CLEAR_STATE_MASK;
204b8e80941Smrg      break;
205848b8605Smrg
206b8e80941Smrg   case ST_PIPELINE_META:
207b8e80941Smrg      if (st->gfx_shaders_may_be_dirty) {
208b8e80941Smrg         check_program_state(st);
209b8e80941Smrg         st->gfx_shaders_may_be_dirty = false;
210b8e80941Smrg      }
211848b8605Smrg
212b8e80941Smrg      st_manager_validate_framebuffers(st);
213b8e80941Smrg      pipeline_mask = ST_PIPELINE_META_STATE_MASK;
214b8e80941Smrg      break;
215848b8605Smrg
216b8e80941Smrg   case ST_PIPELINE_UPDATE_FRAMEBUFFER:
217b8e80941Smrg      st_manager_validate_framebuffers(st);
218b8e80941Smrg      pipeline_mask = ST_PIPELINE_UPDATE_FB_STATE_MASK;
219b8e80941Smrg      break;
220848b8605Smrg
221b8e80941Smrg   case ST_PIPELINE_COMPUTE: {
222b8e80941Smrg      struct st_compute_program *old_cp = st->cp;
223b8e80941Smrg      struct gl_program *new_cp = ctx->ComputeProgram._Current;
224848b8605Smrg
225b8e80941Smrg      if (new_cp != &old_cp->Base) {
226b8e80941Smrg         if (old_cp)
227b8e80941Smrg            st->dirty |= old_cp->affected_states;
228b8e80941Smrg         assert(new_cp);
229b8e80941Smrg         st->dirty |= st_compute_program(new_cp)->affected_states;
230848b8605Smrg      }
231848b8605Smrg
232b8e80941Smrg      st->compute_shader_may_be_dirty = false;
233b8e80941Smrg
234b8e80941Smrg      /*
235b8e80941Smrg       * We add the ST_NEW_FB_STATE bit here as well, because glBindFramebuffer
236b8e80941Smrg       * acts as a barrier that breaks feedback loops between the framebuffer
237b8e80941Smrg       * and textures bound to the framebuffer, even when those textures are
238b8e80941Smrg       * accessed by compute shaders; so we must inform the driver of new
239b8e80941Smrg       * framebuffer state.
240b8e80941Smrg       */
241b8e80941Smrg      pipeline_mask = ST_PIPELINE_COMPUTE_STATE_MASK | ST_NEW_FB_STATE;
242b8e80941Smrg      break;
243848b8605Smrg   }
244b8e80941Smrg
245b8e80941Smrg   default:
246b8e80941Smrg      unreachable("Invalid pipeline specified");
247848b8605Smrg   }
248848b8605Smrg
249b8e80941Smrg   dirty = st->dirty & pipeline_mask;
250b8e80941Smrg   if (!dirty)
251b8e80941Smrg      return;
252848b8605Smrg
253b8e80941Smrg   dirty_lo = dirty;
254b8e80941Smrg   dirty_hi = dirty >> 32;
255848b8605Smrg
256b8e80941Smrg   /* Update states.
257b8e80941Smrg    *
258b8e80941Smrg    * Don't use u_bit_scan64, it may be slower on 32-bit.
259b8e80941Smrg    */
260b8e80941Smrg   while (dirty_lo)
261b8e80941Smrg      update_functions[u_bit_scan(&dirty_lo)](st);
262b8e80941Smrg   while (dirty_hi)
263b8e80941Smrg      update_functions[32 + u_bit_scan(&dirty_hi)](st);
264848b8605Smrg
265b8e80941Smrg   /* Clear the render or compute state bits. */
266b8e80941Smrg   st->dirty &= ~pipeline_mask;
267b8e80941Smrg}
268