mesa/st: Signal state changes when depth_clamp is emulated

v1 implemented by Erik Faye-Lund <erik.faye-lund@collabora.com>
v2: - Add GS and TES
    - fix constants state update flags (Erik)
v3: don't update rasterizer when depth_clamp is lowered (Erik)
v4: Correct NewDepthClamp and also set flags for NewClipControl (Erik)
v5: Also set shader_has_one_variant property acording to possible
   depth_clamp lowering (Marek)

Signed-off-by: Gert Wollny <gert.wollny@collabora.com>
Reviewed-by: Reviewed-by: Marek Olšák <marek.olsak@amd.com>
This commit is contained in:
Gert Wollny
2019-07-25 10:40:36 +02:00
committed by Gert Wollny
parent d004fcc04a
commit 616f320745

View File

@@ -237,6 +237,16 @@ st_invalidate_state(struct gl_context *ctx)
if (new_state & _NEW_CURRENT_ATTRIB && st_vp_uses_current_values(ctx))
st->dirty |= ST_NEW_VERTEX_ARRAYS;
if (st->clamp_frag_depth_in_shader && (new_state & _NEW_VIEWPORT)) {
if (ctx->GeometryProgram._Current)
st->dirty |= ST_NEW_GS_CONSTANTS;
else if (ctx->TessEvalProgram._Current)
st->dirty |= ST_NEW_TES_CONSTANTS;
else
st->dirty |= ST_NEW_VS_CONSTANTS;
st->dirty |= ST_NEW_FS_CONSTANTS;
}
/* Update the vertex shader if ctx->Light._ClampVertexColor was changed. */
if (st->clamp_vert_color_in_shader && (new_state & _NEW_LIGHT)) {
st->dirty |= ST_NEW_VS_STATE;
@@ -511,7 +521,17 @@ st_init_driver_flags(struct st_context *st)
f->NewClipControl = ST_NEW_VIEWPORT | ST_NEW_RASTERIZER;
f->NewClipPlane = ST_NEW_CLIP_STATE;
f->NewClipPlaneEnable = ST_NEW_RASTERIZER;
f->NewDepthClamp = ST_NEW_RASTERIZER;
if (st->clamp_frag_depth_in_shader) {
f->NewClipControl |= ST_NEW_VS_STATE | ST_NEW_GS_STATE |
ST_NEW_TES_STATE;
f->NewDepthClamp = ST_NEW_FS_STATE | ST_NEW_VS_STATE |
ST_NEW_GS_STATE | ST_NEW_TES_STATE;
} else {
f->NewDepthClamp = ST_NEW_RASTERIZER;
}
f->NewLineState = ST_NEW_RASTERIZER;
f->NewPolygonState = ST_NEW_RASTERIZER;
f->NewPolygonStipple = ST_NEW_POLY_STIPPLE;
@@ -698,19 +718,23 @@ st_create_context_priv(struct gl_context *ctx, struct pipe_context *pipe,
/* Set which shader types can be compiled at link time. */
st->shader_has_one_variant[MESA_SHADER_VERTEX] =
st->has_shareable_shaders &&
!st->clamp_frag_depth_in_shader &&
!st->clamp_vert_color_in_shader;
st->shader_has_one_variant[MESA_SHADER_FRAGMENT] =
st->has_shareable_shaders &&
!st->clamp_frag_color_in_shader &&
!st->clamp_frag_depth_in_shader &&
!st->force_persample_in_shader;
st->shader_has_one_variant[MESA_SHADER_TESS_CTRL] = st->has_shareable_shaders;
st->shader_has_one_variant[MESA_SHADER_TESS_EVAL] =
st->has_shareable_shaders &&
!st->clamp_frag_depth_in_shader &&
!st->clamp_vert_color_in_shader;
st->shader_has_one_variant[MESA_SHADER_GEOMETRY] =
st->has_shareable_shaders &&
!st->clamp_frag_depth_in_shader &&
!st->clamp_vert_color_in_shader;
st->shader_has_one_variant[MESA_SHADER_COMPUTE] = st->has_shareable_shaders;