st/mesa: use 'cso' local var instead of st->cso_context

Just a little cleaner.

Reviewed-by: Jose Fonseca <jfonseca@vmware.com>
This commit is contained in:
Brian Paul
2016-02-16 10:22:32 -07:00
parent d7d4fe90c4
commit f88c859cd3
3 changed files with 89 additions and 90 deletions

View File

@@ -176,6 +176,7 @@ static void
clear_with_quad(struct gl_context *ctx, unsigned clear_buffers) clear_with_quad(struct gl_context *ctx, unsigned clear_buffers)
{ {
struct st_context *st = st_context(ctx); struct st_context *st = st_context(ctx);
struct cso_context *cso = st->cso_context;
const struct gl_framebuffer *fb = ctx->DrawBuffer; const struct gl_framebuffer *fb = ctx->DrawBuffer;
const GLfloat fb_width = (GLfloat) fb->Width; const GLfloat fb_width = (GLfloat) fb->Width;
const GLfloat fb_height = (GLfloat) fb->Height; const GLfloat fb_height = (GLfloat) fb->Height;
@@ -195,21 +196,21 @@ clear_with_quad(struct gl_context *ctx, unsigned clear_buffers)
x1, y1); x1, y1);
*/ */
cso_save_blend(st->cso_context); cso_save_blend(cso);
cso_save_stencil_ref(st->cso_context); cso_save_stencil_ref(cso);
cso_save_depth_stencil_alpha(st->cso_context); cso_save_depth_stencil_alpha(cso);
cso_save_rasterizer(st->cso_context); cso_save_rasterizer(cso);
cso_save_sample_mask(st->cso_context); cso_save_sample_mask(cso);
cso_save_min_samples(st->cso_context); cso_save_min_samples(cso);
cso_save_viewport(st->cso_context); cso_save_viewport(cso);
cso_save_fragment_shader(st->cso_context); cso_save_fragment_shader(cso);
cso_save_stream_outputs(st->cso_context); cso_save_stream_outputs(cso);
cso_save_vertex_shader(st->cso_context); cso_save_vertex_shader(cso);
cso_save_tessctrl_shader(st->cso_context); cso_save_tessctrl_shader(cso);
cso_save_tesseval_shader(st->cso_context); cso_save_tesseval_shader(cso);
cso_save_geometry_shader(st->cso_context); cso_save_geometry_shader(cso);
cso_save_vertex_elements(st->cso_context); cso_save_vertex_elements(cso);
cso_save_aux_vertex_buffer_slot(st->cso_context); cso_save_aux_vertex_buffer_slot(cso);
/* blend state: RGBA masking */ /* blend state: RGBA masking */
{ {
@@ -239,7 +240,7 @@ clear_with_quad(struct gl_context *ctx, unsigned clear_buffers)
if (st->ctx->Color.DitherFlag) if (st->ctx->Color.DitherFlag)
blend.dither = 1; blend.dither = 1;
} }
cso_set_blend(st->cso_context, &blend); cso_set_blend(cso, &blend);
} }
/* depth_stencil state: always pass/set to ref value */ /* depth_stencil state: always pass/set to ref value */
@@ -263,17 +264,17 @@ clear_with_quad(struct gl_context *ctx, unsigned clear_buffers)
depth_stencil.stencil[0].valuemask = 0xff; depth_stencil.stencil[0].valuemask = 0xff;
depth_stencil.stencil[0].writemask = ctx->Stencil.WriteMask[0] & 0xff; depth_stencil.stencil[0].writemask = ctx->Stencil.WriteMask[0] & 0xff;
stencil_ref.ref_value[0] = ctx->Stencil.Clear; stencil_ref.ref_value[0] = ctx->Stencil.Clear;
cso_set_stencil_ref(st->cso_context, &stencil_ref); cso_set_stencil_ref(cso, &stencil_ref);
} }
cso_set_depth_stencil_alpha(st->cso_context, &depth_stencil); cso_set_depth_stencil_alpha(cso, &depth_stencil);
} }
cso_set_vertex_elements(st->cso_context, 2, st->util_velems); cso_set_vertex_elements(cso, 2, st->util_velems);
cso_set_stream_outputs(st->cso_context, 0, NULL, NULL); cso_set_stream_outputs(cso, 0, NULL, NULL);
cso_set_sample_mask(st->cso_context, ~0); cso_set_sample_mask(cso, ~0);
cso_set_min_samples(st->cso_context, 1); cso_set_min_samples(cso, 1);
cso_set_rasterizer(st->cso_context, &st->clear.raster); cso_set_rasterizer(cso, &st->clear.raster);
/* viewport state: viewport matching window dims */ /* viewport state: viewport matching window dims */
{ {
@@ -285,12 +286,12 @@ clear_with_quad(struct gl_context *ctx, unsigned clear_buffers)
vp.translate[0] = 0.5f * fb_width; vp.translate[0] = 0.5f * fb_width;
vp.translate[1] = 0.5f * fb_height; vp.translate[1] = 0.5f * fb_height;
vp.translate[2] = 0.5f; vp.translate[2] = 0.5f;
cso_set_viewport(st->cso_context, &vp); cso_set_viewport(cso, &vp);
} }
set_fragment_shader(st); set_fragment_shader(st);
cso_set_tessctrl_shader_handle(st->cso_context, NULL); cso_set_tessctrl_shader_handle(cso, NULL);
cso_set_tesseval_shader_handle(st->cso_context, NULL); cso_set_tesseval_shader_handle(cso, NULL);
if (num_layers > 1) if (num_layers > 1)
set_vertex_shader_layered(st); set_vertex_shader_layered(st);
@@ -314,21 +315,21 @@ clear_with_quad(struct gl_context *ctx, unsigned clear_buffers)
} }
/* Restore pipe state */ /* Restore pipe state */
cso_restore_blend(st->cso_context); cso_restore_blend(cso);
cso_restore_stencil_ref(st->cso_context); cso_restore_stencil_ref(cso);
cso_restore_depth_stencil_alpha(st->cso_context); cso_restore_depth_stencil_alpha(cso);
cso_restore_rasterizer(st->cso_context); cso_restore_rasterizer(cso);
cso_restore_sample_mask(st->cso_context); cso_restore_sample_mask(cso);
cso_restore_min_samples(st->cso_context); cso_restore_min_samples(cso);
cso_restore_viewport(st->cso_context); cso_restore_viewport(cso);
cso_restore_fragment_shader(st->cso_context); cso_restore_fragment_shader(cso);
cso_restore_vertex_shader(st->cso_context); cso_restore_vertex_shader(cso);
cso_restore_tessctrl_shader(st->cso_context); cso_restore_tessctrl_shader(cso);
cso_restore_tesseval_shader(st->cso_context); cso_restore_tesseval_shader(cso);
cso_restore_geometry_shader(st->cso_context); cso_restore_geometry_shader(cso);
cso_restore_vertex_elements(st->cso_context); cso_restore_vertex_elements(cso);
cso_restore_aux_vertex_buffer_slot(st->cso_context); cso_restore_aux_vertex_buffer_slot(cso);
cso_restore_stream_outputs(st->cso_context); cso_restore_stream_outputs(cso);
} }

View File

@@ -610,7 +610,7 @@ draw_textured_quad(struct gl_context *ctx, GLint x, GLint y, GLfloat z,
} }
cso_set_vertex_elements(cso, 3, st->util_velems); cso_set_vertex_elements(cso, 3, st->util_velems);
cso_set_stream_outputs(st->cso_context, 0, NULL, NULL); cso_set_stream_outputs(cso, 0, NULL, NULL);
/* Compute Gallium window coords (y=0=top) with pixel zoom. /* Compute Gallium window coords (y=0=top) with pixel zoom.
* Recall that these coords are transformed by the current * Recall that these coords are transformed by the current

View File

@@ -1297,6 +1297,7 @@ try_pbo_upload_common(struct gl_context *ctx,
unsigned image_height) unsigned image_height)
{ {
struct st_context *st = st_context(ctx); struct st_context *st = st_context(ctx);
struct cso_context *cso = st->cso_context;
struct pipe_context *pipe = st->pipe; struct pipe_context *pipe = st->pipe;
unsigned depth = surface->u.tex.last_layer - surface->u.tex.first_layer + 1; unsigned depth = surface->u.tex.last_layer - surface->u.tex.first_layer + 1;
unsigned skip_pixels = 0; unsigned skip_pixels = 0;
@@ -1360,9 +1361,8 @@ try_pbo_upload_common(struct gl_context *ctx,
if (sampler_view == NULL) if (sampler_view == NULL)
return false; return false;
cso_save_fragment_sampler_views(st->cso_context); cso_save_fragment_sampler_views(cso);
cso_set_sampler_views(st->cso_context, PIPE_SHADER_FRAGMENT, 1, cso_set_sampler_views(cso, PIPE_SHADER_FRAGMENT, 1, &sampler_view);
&sampler_view);
pipe_sampler_view_reference(&sampler_view, NULL); pipe_sampler_view_reference(&sampler_view, NULL);
} }
@@ -1401,15 +1401,14 @@ try_pbo_upload_common(struct gl_context *ctx,
velem.src_offset = 0; velem.src_offset = 0;
velem.instance_divisor = 0; velem.instance_divisor = 0;
velem.vertex_buffer_index = cso_get_aux_vertex_buffer_slot(st->cso_context); velem.vertex_buffer_index = cso_get_aux_vertex_buffer_slot(cso);
velem.src_format = PIPE_FORMAT_R32G32_FLOAT; velem.src_format = PIPE_FORMAT_R32G32_FLOAT;
cso_save_vertex_elements(st->cso_context); cso_save_vertex_elements(cso);
cso_set_vertex_elements(st->cso_context, 1, &velem); cso_set_vertex_elements(cso, 1, &velem);
cso_save_aux_vertex_buffer_slot(st->cso_context); cso_save_aux_vertex_buffer_slot(cso);
cso_set_vertex_buffers(st->cso_context, velem.vertex_buffer_index, cso_set_vertex_buffers(cso, velem.vertex_buffer_index, 1, &vbo);
1, &vbo);
pipe_resource_reference(&vbo.buffer, NULL); pipe_resource_reference(&vbo.buffer, NULL);
} }
@@ -1447,8 +1446,8 @@ try_pbo_upload_common(struct gl_context *ctx,
} }
cb.buffer_size = sizeof(constants); cb.buffer_size = sizeof(constants);
cso_save_constant_buffer_slot0(st->cso_context, PIPE_SHADER_FRAGMENT); cso_save_constant_buffer_slot0(cso, PIPE_SHADER_FRAGMENT);
cso_set_constant_buffer(st->cso_context, PIPE_SHADER_FRAGMENT, 0, &cb); cso_set_constant_buffer(cso, PIPE_SHADER_FRAGMENT, 0, &cb);
pipe_resource_reference(&cb.buffer, NULL); pipe_resource_reference(&cb.buffer, NULL);
} }
@@ -1462,8 +1461,8 @@ try_pbo_upload_common(struct gl_context *ctx,
fb.nr_cbufs = 1; fb.nr_cbufs = 1;
pipe_surface_reference(&fb.cbufs[0], surface); pipe_surface_reference(&fb.cbufs[0], surface);
cso_save_framebuffer(st->cso_context); cso_save_framebuffer(cso);
cso_set_framebuffer(st->cso_context, &fb); cso_set_framebuffer(cso, &fb);
pipe_surface_reference(&fb.cbufs[0], NULL); pipe_surface_reference(&fb.cbufs[0], NULL);
} }
@@ -1478,64 +1477,63 @@ try_pbo_upload_common(struct gl_context *ctx,
vp.translate[1] = 0.5f * surface->height; vp.translate[1] = 0.5f * surface->height;
vp.translate[2] = 0.0f; vp.translate[2] = 0.0f;
cso_save_viewport(st->cso_context); cso_save_viewport(cso);
cso_set_viewport(st->cso_context, &vp); cso_set_viewport(cso, &vp);
} }
/* Blend state */ /* Blend state */
cso_save_blend(st->cso_context); cso_save_blend(cso);
cso_set_blend(st->cso_context, &st->pbo_upload.blend); cso_set_blend(cso, &st->pbo_upload.blend);
/* Rasterizer state */ /* Rasterizer state */
cso_save_rasterizer(st->cso_context); cso_save_rasterizer(cso);
cso_set_rasterizer(st->cso_context, &st->pbo_upload.raster); cso_set_rasterizer(cso, &st->pbo_upload.raster);
/* Set up the shaders */ /* Set up the shaders */
cso_save_vertex_shader(st->cso_context); cso_save_vertex_shader(cso);
cso_set_vertex_shader_handle(st->cso_context, st->pbo_upload.vs); cso_set_vertex_shader_handle(cso, st->pbo_upload.vs);
cso_save_geometry_shader(st->cso_context); cso_save_geometry_shader(cso);
cso_set_geometry_shader_handle(st->cso_context, cso_set_geometry_shader_handle(cso, depth != 1 ? st->pbo_upload.gs : NULL);
depth != 1 ? st->pbo_upload.gs : NULL);
cso_save_tessctrl_shader(st->cso_context); cso_save_tessctrl_shader(cso);
cso_set_tessctrl_shader_handle(st->cso_context, NULL); cso_set_tessctrl_shader_handle(cso, NULL);
cso_save_tesseval_shader(st->cso_context); cso_save_tesseval_shader(cso);
cso_set_tesseval_shader_handle(st->cso_context, NULL); cso_set_tesseval_shader_handle(cso, NULL);
cso_save_fragment_shader(st->cso_context); cso_save_fragment_shader(cso);
cso_set_fragment_shader_handle(st->cso_context, st->pbo_upload.fs); cso_set_fragment_shader_handle(cso, st->pbo_upload.fs);
/* Disable stream output */ /* Disable stream output */
cso_save_stream_outputs(st->cso_context); cso_save_stream_outputs(cso);
cso_set_stream_outputs(st->cso_context, 0, NULL, 0); cso_set_stream_outputs(cso, 0, NULL, 0);
if (depth == 1) { if (depth == 1) {
cso_draw_arrays(st->cso_context, PIPE_PRIM_TRIANGLE_STRIP, 0, 4); cso_draw_arrays(cso, PIPE_PRIM_TRIANGLE_STRIP, 0, 4);
} else { } else {
cso_draw_arrays_instanced(st->cso_context, PIPE_PRIM_TRIANGLE_STRIP, cso_draw_arrays_instanced(cso, PIPE_PRIM_TRIANGLE_STRIP,
0, 4, 0, depth); 0, 4, 0, depth);
} }
success = true; success = true;
cso_restore_framebuffer(st->cso_context); cso_restore_framebuffer(cso);
cso_restore_viewport(st->cso_context); cso_restore_viewport(cso);
cso_restore_blend(st->cso_context); cso_restore_blend(cso);
cso_restore_rasterizer(st->cso_context); cso_restore_rasterizer(cso);
cso_restore_vertex_shader(st->cso_context); cso_restore_vertex_shader(cso);
cso_restore_geometry_shader(st->cso_context); cso_restore_geometry_shader(cso);
cso_restore_tessctrl_shader(st->cso_context); cso_restore_tessctrl_shader(cso);
cso_restore_tesseval_shader(st->cso_context); cso_restore_tesseval_shader(cso);
cso_restore_fragment_shader(st->cso_context); cso_restore_fragment_shader(cso);
cso_restore_stream_outputs(st->cso_context); cso_restore_stream_outputs(cso);
cso_restore_constant_buffer_slot0(st->cso_context, PIPE_SHADER_FRAGMENT); cso_restore_constant_buffer_slot0(cso, PIPE_SHADER_FRAGMENT);
fail_constant_upload: fail_constant_upload:
cso_restore_vertex_elements(st->cso_context); cso_restore_vertex_elements(cso);
cso_restore_aux_vertex_buffer_slot(st->cso_context); cso_restore_aux_vertex_buffer_slot(cso);
fail_vertex_upload: fail_vertex_upload:
cso_restore_fragment_sampler_views(st->cso_context); cso_restore_fragment_sampler_views(cso);
return success; return success;
} }