r300g: postpone fragment shader state validation until draw_vbo

This commit is contained in:
Marek Olšák 2011-04-05 17:57:02 +02:00
parent d8361400b7
commit 4af3fe857d
4 changed files with 52 additions and 22 deletions

View File

@ -447,6 +447,13 @@ enum r300_hiz_func {
HIZ_FUNC_MIN,
};
/* For deferred fragment shader state validation. */
enum r300_fs_validity_status {
FRAGMENT_SHADER_VALID, /* No need to change/validate the FS. */
FRAGMENT_SHADER_MAYBE_DIRTY,/* Validate the FS if external state was changed. */
FRAGMENT_SHADER_DIRTY /* Always validate the FS (if the FS was changed) */
};
struct r300_context {
/* Parent class */
struct pipe_context context;
@ -598,6 +605,10 @@ struct r300_context {
enum r300_hiz_func hiz_func;
/* HiZ clear value. */
uint32_t hiz_clear_value;
/* Whether fragment shader needs to be validated. */
enum r300_fs_validity_status fs_status;
/* Framebuffer multi-write. */
boolean fb_multiwrite;
void *dsa_decompress_zmask;

View File

@ -387,8 +387,7 @@ void r300_emit_fb_state(struct r300_context* r300, unsigned size, void* state)
if (r300->screen->caps.is_r500) {
rb3d_cctl = R300_RB3D_CCTL_INDEPENDENT_COLORFORMAT_ENABLE_ENABLE;
}
if (fb->nr_cbufs &&
r300_fragment_shader_writes_all(r300_fs(r300))) {
if (fb->nr_cbufs && r300->fb_multiwrite) {
rb3d_cctl |= R300_RB3D_CCTL_NUM_MULTIWRITES(fb->nr_cbufs);
}
@ -483,7 +482,7 @@ void r300_emit_fb_state_pipelined(struct r300_context *r300,
/* If we use the multiwrite feature, the colorbuffers 2,3,4 must be
* marked as UNUSED in the US block. */
if (r300_fragment_shader_writes_all(r300_fs(r300))) {
if (r300->fb_multiwrite) {
num_cbufs = MIN2(num_cbufs, 1);
}

View File

@ -969,24 +969,14 @@ static void r300_bind_fs_state(struct pipe_context* pipe, void* shader)
{
struct r300_context* r300 = r300_context(pipe);
struct r300_fragment_shader* fs = (struct r300_fragment_shader*)shader;
struct pipe_framebuffer_state *fb = r300->fb_state.state;
boolean last_multi_write;
if (fs == NULL) {
r300->fs.state = NULL;
return;
}
last_multi_write = r300_fragment_shader_writes_all(r300_fs(r300));
r300->fs.state = fs;
r300_pick_fragment_shader(r300);
r300_mark_fs_code_dirty(r300);
if (fb->nr_cbufs > 1 &&
last_multi_write != r300_fragment_shader_writes_all(fs)) {
r300_mark_fb_state_dirty(r300, R300_CHANGED_MULTIWRITE);
}
r300->fs_status = FRAGMENT_SHADER_DIRTY;
r300_mark_atom_dirty(r300, &r300->rs_block_state); /* Will be updated before the emission. */
}
@ -1256,8 +1246,8 @@ static void r300_bind_rs_state(struct pipe_context* pipe, void* state)
}
if (last_frag_clamp != r300->frag_clamp &&
r300->fs.state && r300_pick_fragment_shader(r300)) {
r300_mark_fs_code_dirty(r300);
r300->fs_status == FRAGMENT_SHADER_VALID) {
r300->fs_status = FRAGMENT_SHADER_MAYBE_DIRTY;
}
}
@ -1555,7 +1545,8 @@ static void r300_set_viewport_state(struct pipe_context* pipe,
}
r300_mark_atom_dirty(r300, &r300->viewport_state);
if (r300->fs.state && r300_fs(r300)->shader->inputs.wpos != ATTR_UNUSED) {
if (r300->fs.state && r300_fs(r300)->shader &&
r300_fs(r300)->shader->inputs.wpos != ATTR_UNUSED) {
r300_mark_atom_dirty(r300, &r300->fs_rc_constant_state);
}
}

View File

@ -961,11 +961,10 @@ static void r300_merge_textures_and_samplers(struct r300_context* r300)
r300->textures_state.size = size;
/* Pick a fragment shader based on either the texture compare state
* or the uses_pitch flag. */
if (r300->fs.state && count) {
if (r300_pick_fragment_shader(r300)) {
r300_mark_fs_code_dirty(r300);
}
* or the uses_pitch flag or some other external state. */
if (count &&
r300->fs_status == FRAGMENT_SHADER_VALID) {
r300->fs_status = FRAGMENT_SHADER_MAYBE_DIRTY;
}
}
@ -994,6 +993,34 @@ static void r300_decompress_depth_textures(struct r300_context *r300)
}
}
static void r300_validate_fragment_shader(struct r300_context *r300)
{
struct pipe_framebuffer_state *fb = r300->fb_state.state;
if (r300->fs.state && r300->fs_status != FRAGMENT_SHADER_VALID) {
/* Pick the fragment shader based on external states.
* Then mark the state dirty if the fragment shader is either dirty
* or the function r300_pick_fragment_shader changed the shader. */
if (r300_pick_fragment_shader(r300) ||
r300->fs_status == FRAGMENT_SHADER_DIRTY) {
/* Mark the state atom as dirty. */
r300_mark_fs_code_dirty(r300);
/* Does Multiwrite need to be changed? */
if (fb->nr_cbufs > 1) {
boolean new_multiwrite =
r300_fragment_shader_writes_all(r300_fs(r300));
if (r300->fb_multiwrite != new_multiwrite) {
r300->fb_multiwrite = new_multiwrite;
r300_mark_fb_state_dirty(r300, R300_CHANGED_MULTIWRITE);
}
}
}
r300->fs_status = FRAGMENT_SHADER_VALID;
}
}
void r300_update_derived_state(struct r300_context* r300)
{
if (r300->textures_state.dirty) {
@ -1001,6 +1028,8 @@ void r300_update_derived_state(struct r300_context* r300)
r300_merge_textures_and_samplers(r300);
}
r300_validate_fragment_shader(r300);
if (r300->rs_block_state.dirty) {
r300_update_rs_block(r300);