Switch fragment/vertex shaders to the new caching semantics.

Allow driver custom allocation within cached objects. The shaders
are currently twiced (by cso layer and by the program itself).
This commit is contained in:
Zack Rusin 2007-09-20 07:50:33 -04:00
parent 37cf13ed9a
commit daf5b0f41b
18 changed files with 181 additions and 120 deletions

View File

@ -58,6 +58,16 @@ struct cso_rasterizer {
void *data;
};
struct cso_fragment_shader {
struct pipe_shader_state state;
void *data;
};
struct cso_vertex_shader {
struct pipe_shader_state state;
void *data;
};
enum cso_cache_type {
CSO_BLEND,
CSO_SAMPLER,

View File

@ -74,8 +74,8 @@ struct failover_context {
const struct pipe_sampler_state *sampler[PIPE_MAX_SAMPLERS];
const struct pipe_depth_stencil_state *depth_stencil;
const struct fo_state *rasterizer;
const struct pipe_shader_state *fragment_shader;
const struct pipe_shader_state *vertex_shader;
const struct fo_state *fragment_shader;
const struct fo_state *vertex_shader;
struct pipe_alpha_test_state alpha_test;
struct pipe_blend_color blend_color;

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@ -150,26 +150,81 @@ failover_set_framebuffer_state(struct pipe_context *pipe,
failover->hw->set_framebuffer_state( failover->hw, framebuffer );
}
static void *
failover_create_fs_state(struct pipe_context *pipe,
const struct pipe_shader_state *templ)
{
struct fo_state *state = malloc(sizeof(struct fo_state));
struct failover_context *failover = failover_context(pipe);
state->sw_state = failover->sw->create_fs_state(pipe, templ);
state->hw_state = failover->hw->create_fs_state(pipe, templ);
return state;
}
static void
failover_bind_fs_state(struct pipe_context *pipe,
const struct pipe_shader_state *fs)
void *fs)
{
struct failover_context *failover = failover_context(pipe);
failover->fragment_shader = fs;
failover->fragment_shader = (struct fo_state *)fs;
failover->dirty |= FO_NEW_FRAGMENT_SHADER;
failover->hw->bind_fs_state( failover->hw, fs );
failover->hw->bind_fs_state(failover->hw, (struct pipe_shader_state *)fs);
}
static void
failover_delete_fs_state(struct pipe_context *pipe,
void *fs)
{
struct fo_state *state = (struct fo_state*)fs;
struct failover_context *failover = failover_context(pipe);
failover->sw->delete_fs_state(pipe, state->sw_state);
failover->hw->delete_fs_state(pipe, state->hw_state);
state->sw_state = 0;
state->hw_state = 0;
free(state);
}
static void *
failover_create_vs_state(struct pipe_context *pipe,
const struct pipe_shader_state *templ)
{
struct fo_state *state = malloc(sizeof(struct fo_state));
struct failover_context *failover = failover_context(pipe);
state->sw_state = failover->sw->create_vs_state(pipe, templ);
state->hw_state = failover->hw->create_vs_state(pipe, templ);
return state;
}
static void
failover_bind_vs_state(struct pipe_context *pipe,
const struct pipe_shader_state *vs)
void *vs)
{
struct failover_context *failover = failover_context(pipe);
failover->vertex_shader = vs;
failover->vertex_shader = (struct fo_state*)vs;
failover->dirty |= FO_NEW_VERTEX_SHADER;
failover->hw->bind_vs_state( failover->hw, vs );
failover->hw->bind_vs_state(failover->hw, vs);
}
static void
failover_delete_vs_state(struct pipe_context *pipe,
void *vs)
{
struct fo_state *state = (struct fo_state*)vs;
struct failover_context *failover = failover_context(pipe);
failover->sw->delete_vs_state(pipe, state->sw_state);
failover->hw->delete_vs_state(pipe, state->hw_state);
state->sw_state = 0;
state->hw_state = 0;
free(state);
}
static void
@ -312,8 +367,12 @@ failover_init_state_functions( struct failover_context *failover )
failover->pipe.create_rasterizer_state = failover_create_rasterizer_state;
failover->pipe.bind_rasterizer_state = failover_bind_rasterizer_state;
failover->pipe.delete_rasterizer_state = failover_delete_rasterizer_state;
failover->pipe.bind_fs_state = failover_bind_fs_state;
failover->pipe.bind_vs_state = failover_bind_vs_state;
failover->pipe.create_fs_state = failover_create_fs_state;
failover->pipe.bind_fs_state = failover_bind_fs_state;
failover->pipe.delete_fs_state = failover_delete_fs_state;
failover->pipe.create_vs_state = failover_create_vs_state;
failover->pipe.bind_vs_state = failover_bind_vs_state;
failover->pipe.delete_vs_state = failover_delete_vs_state;
failover->pipe.set_alpha_test_state = failover_set_alpha_test_state;
failover->pipe.set_blend_color = failover_set_blend_color;

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@ -78,10 +78,12 @@ failover_state_emit( struct failover_context *failover )
failover->sw->set_framebuffer_state( failover->sw, &failover->framebuffer );
if (failover->dirty & FO_NEW_FRAGMENT_SHADER)
failover->sw->bind_fs_state( failover->sw, failover->fragment_shader );
failover->sw->bind_fs_state( failover->sw,
failover->fragment_shader->sw_state );
if (failover->dirty & FO_NEW_VERTEX_SHADER)
failover->sw->bind_vs_state( failover->sw, failover->vertex_shader );
failover->sw->bind_vs_state( failover->sw,
failover->vertex_shader->sw_state );
if (failover->dirty & FO_NEW_STIPPLE)
failover->sw->set_polygon_stipple( failover->sw, &failover->poly_stipple );

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@ -228,41 +228,37 @@ static void i915_set_polygon_stipple( struct pipe_context *pipe,
}
static const struct pipe_shader_state *
i915_create_shader_state( struct pipe_context *pipe,
const struct pipe_shader_state *templ )
static void *
i915_create_shader_state(struct pipe_context *pipe,
const struct pipe_shader_state *templ)
{
struct pipe_shader_state *shader = malloc(sizeof(struct pipe_shader_state));
memcpy(shader, templ, sizeof(struct pipe_shader_state));
return shader;
return 0;
}
static void i915_bind_fs_state( struct pipe_context *pipe,
const struct pipe_shader_state *fs )
void *fs )
{
struct i915_context *i915 = i915_context(pipe);
i915->fs = fs;
i915->fs = (struct pipe_shader_state *)fs;
i915->dirty |= I915_NEW_FS;
}
static void i915_bind_vs_state( struct pipe_context *pipe,
const struct pipe_shader_state *vs )
static void i915_bind_vs_state(struct pipe_context *pipe,
void *vs)
{
struct i915_context *i915 = i915_context(pipe);
/* just pass-through to draw module */
draw_set_vertex_shader(i915->draw, vs);
draw_set_vertex_shader(i915->draw, (const struct pipe_shader_state *)vs);
}
static void i915_delete_shader_state( struct pipe_context *pipe,
const struct pipe_shader_state *shader )
static void i915_delete_shader_state(struct pipe_context *pipe,
void *shader)
{
free((struct pipe_shader_state*)shader);
/*do nothing*/
}
static void i915_set_constant_buffer(struct pipe_context *pipe,

View File

@ -113,20 +113,15 @@ struct pipe_context {
void (*delete_depth_stencil_state)(struct pipe_context *,
const struct pipe_depth_stencil_state *);
const struct pipe_shader_state * (*create_fs_state)(
struct pipe_context *,
const struct pipe_shader_state *);
void (*bind_fs_state)(struct pipe_context *,
const struct pipe_shader_state *);
void (*delete_fs_state)(struct pipe_context *,
const struct pipe_shader_state *);
const struct pipe_shader_state * (*create_vs_state)(
struct pipe_context *,
const struct pipe_shader_state *);
void (*bind_vs_state)(struct pipe_context *,
const struct pipe_shader_state *);
void (*delete_vs_state)(struct pipe_context *,
const struct pipe_shader_state *);
void * (*create_fs_state)(struct pipe_context *,
const struct pipe_shader_state *);
void (*bind_fs_state)(struct pipe_context *, void *);
void (*delete_fs_state)(struct pipe_context *, void *);
void * (*create_vs_state)(struct pipe_context *,
const struct pipe_shader_state *);
void (*bind_vs_state)(struct pipe_context *, void *);
void (*delete_vs_state)(struct pipe_context *, void *);
void (*set_alpha_test_state)( struct pipe_context *,
const struct pipe_alpha_test_state * );

View File

@ -88,15 +88,12 @@ void softpipe_set_constant_buffer(struct pipe_context *,
void softpipe_set_feedback_state( struct pipe_context *,
const struct pipe_feedback_state * );
const struct pipe_shader_state *
void *
softpipe_create_shader_state( struct pipe_context *,
const struct pipe_shader_state * );
void softpipe_bind_fs_state( struct pipe_context *,
const struct pipe_shader_state * );
void softpipe_bind_vs_state( struct pipe_context *,
const struct pipe_shader_state * );
void softpipe_delete_shader_state( struct pipe_context *,
const struct pipe_shader_state * );
void softpipe_bind_fs_state( struct pipe_context *, void * );
void softpipe_bind_vs_state( struct pipe_context *, void * );
void softpipe_delete_shader_state( struct pipe_context *, void * );
void softpipe_set_polygon_stipple( struct pipe_context *,
const struct pipe_poly_stipple * );

View File

@ -33,44 +33,39 @@
#include "pipe/draw/draw_context.h"
const struct pipe_shader_state *
softpipe_create_shader_state( struct pipe_context *pipe,
const struct pipe_shader_state *templ )
void * softpipe_create_shader_state(struct pipe_context *pipe,
const struct pipe_shader_state *templ)
{
struct pipe_shader_state *shader = malloc(sizeof(struct pipe_shader_state));
memcpy(shader, templ, sizeof(struct pipe_shader_state));
return shader;
/* we just want the pipe_shader_state template in the bind calls */
return 0;
}
void softpipe_bind_fs_state( struct pipe_context *pipe,
const struct pipe_shader_state *fs )
void softpipe_bind_fs_state(struct pipe_context *pipe, void *fs)
{
struct softpipe_context *softpipe = softpipe_context(pipe);
softpipe->fs = fs;
softpipe->fs = (struct pipe_shader_state *)fs;
softpipe->dirty |= SP_NEW_FS;
}
void softpipe_bind_vs_state( struct pipe_context *pipe,
const struct pipe_shader_state *vs )
void softpipe_bind_vs_state(struct pipe_context *pipe, void *vs)
{
struct softpipe_context *softpipe = softpipe_context(pipe);
softpipe->vs = vs;
softpipe->vs = (struct pipe_shader_state *)vs;
softpipe->dirty |= SP_NEW_VS;
draw_set_vertex_shader(softpipe->draw, vs);
draw_set_vertex_shader(softpipe->draw, (struct pipe_shader_state *)vs);
}
void softpipe_delete_shader_state( struct pipe_context *pipe,
const struct pipe_shader_state *shader )
void *shader )
{
free((struct pipe_shader_state*)shader);
/* do nothing */
}
void softpipe_set_constant_buffer(struct pipe_context *pipe,

View File

@ -51,14 +51,14 @@
* Translate a Mesa fragment shader into a TGSI shader.
* \return pointer to cached pipe_shader object.
*/
struct pipe_shader_state *
const struct cso_fragment_shader *
st_translate_fragment_shader(struct st_context *st,
struct st_fragment_program *stfp)
{
GLuint outputMapping[FRAG_RESULT_MAX];
GLuint inputMapping[PIPE_MAX_SHADER_INPUTS];
struct pipe_shader_state fs;
struct pipe_shader_state *cached;
const struct cso_fragment_shader *cso;
GLuint interpMode[16]; /* XXX size? */
GLuint i;
GLbitfield inputsRead = stfp->Base.Base.InputsRead;
@ -142,15 +142,15 @@ st_translate_fragment_shader(struct st_context *st,
fs.tokens = &stfp->tokens[0];
cached = st_cached_fs_state(st, &fs);
stfp->fs = cached;
cso = st_cached_fs_state(st, &fs);
stfp->fs = cso;
if (TGSI_DEBUG)
tgsi_dump( stfp->tokens, 0/*TGSI_DUMP_VERBOSE*/ );
stfp->dirty = 0;
return cached;
return cso;
}
@ -183,7 +183,7 @@ static void update_fs( struct st_context *st )
if (stfp->dirty)
st->state.fs = st_translate_fragment_shader( st, st->fp );
st->pipe->bind_fs_state(st->pipe, st->state.fs);
st->pipe->bind_fs_state(st->pipe, st->state.fs->data);
}
}

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@ -53,13 +53,13 @@
* Translate a Mesa vertex shader into a TGSI shader.
* \return pointer to cached pipe_shader object.
*/
struct pipe_shader_state *
const struct cso_vertex_shader *
st_translate_vertex_shader(struct st_context *st,
struct st_vertex_program *stvp)
{
GLuint outputMapping[PIPE_MAX_SHADER_INPUTS];
struct pipe_shader_state vs;
struct pipe_shader_state *cached;
const struct cso_vertex_shader *cso;
GLuint i;
memset(&vs, 0, sizeof(vs));
@ -147,8 +147,8 @@ st_translate_vertex_shader(struct st_context *st,
vs.tokens = &stvp->tokens[0];
cached = st_cached_vs_state(st, &vs);
stvp->vs = cached;
cso = st_cached_vs_state(st, &vs);
stvp->vs = cso;
if (TGSI_DEBUG)
tgsi_dump( stvp->tokens, 0 );
@ -157,13 +157,13 @@ st_translate_vertex_shader(struct st_context *st,
if (stvp->sse2_program.csr == stvp->sse2_program.store)
tgsi_emit_sse2( stvp->tokens, &stvp->sse2_program );
if (!cached->executable)
cached->executable = (void *) x86_get_func( &stvp->sse2_program );
if (!cso->state.executable)
cso->state.executable = (void *) x86_get_func( &stvp->sse2_program );
#endif
stvp->dirty = 0;
return cached;
return cso;
}
@ -191,10 +191,10 @@ static void update_vs( struct st_context *st )
/* Bind the vertex program */
st->vp = stvp;
if (stvp->dirty)
if (stvp->dirty)
st->state.vs = st_translate_vertex_shader( st, st->vp );
st->pipe->bind_vs_state(st->pipe, st->state.vs);
st->pipe->bind_vs_state(st->pipe, st->state.vs->data);
}
}

View File

@ -115,9 +115,9 @@ const struct cso_rasterizer* st_cached_rasterizer_state(
return (struct cso_rasterizer*)(cso_hash_iter_data(iter));
}
struct pipe_shader_state * st_cached_fs_state(
struct st_context *st,
const struct pipe_shader_state *templ)
const struct cso_fragment_shader *
st_cached_fs_state(struct st_context *st,
const struct pipe_shader_state *templ)
{
unsigned hash_key = cso_construct_key((void*)templ,
sizeof(struct pipe_shader_state));
@ -125,17 +125,19 @@ struct pipe_shader_state * st_cached_fs_state(
hash_key, CSO_FRAGMENT_SHADER,
(void*)templ);
if (cso_hash_iter_is_null(iter)) {
const struct pipe_shader_state *created_state =
st->pipe->create_fs_state(st->pipe, templ);
iter = cso_insert_state(st->cache, hash_key, CSO_FRAGMENT_SHADER,
(void*)created_state);
struct cso_fragment_shader *cso = malloc(sizeof(struct cso_fragment_shader));
memcpy(&cso->state, templ, sizeof(struct pipe_shader_state));
cso->data = st->pipe->create_fs_state(st->pipe, templ);
if (!cso->data)
cso->data = &cso->state;
iter = cso_insert_state(st->cache, hash_key, CSO_FRAGMENT_SHADER, cso);
}
return (struct pipe_shader_state*)(cso_hash_iter_data(iter));
return (struct cso_fragment_shader*)(cso_hash_iter_data(iter));
}
struct pipe_shader_state * st_cached_vs_state(
struct st_context *st,
const struct pipe_shader_state *templ)
const struct cso_vertex_shader *
st_cached_vs_state(struct st_context *st,
const struct pipe_shader_state *templ)
{
unsigned hash_key = cso_construct_key((void*)templ,
sizeof(struct pipe_shader_state));
@ -143,10 +145,12 @@ struct pipe_shader_state * st_cached_vs_state(
hash_key, CSO_VERTEX_SHADER,
(void*)templ);
if (cso_hash_iter_is_null(iter)) {
const struct pipe_shader_state *created_state =
st->pipe->create_vs_state(st->pipe, templ);
iter = cso_insert_state(st->cache, hash_key, CSO_VERTEX_SHADER,
(void*)created_state);
struct cso_vertex_shader *cso = malloc(sizeof(struct cso_vertex_shader));
memcpy(&cso->state, templ, sizeof(struct pipe_shader_state));
cso->data = st->pipe->create_vs_state(st->pipe, templ);
if (!cso->data)
cso->data = &cso->state;
iter = cso_insert_state(st->cache, hash_key, CSO_VERTEX_SHADER, cso);
}
return (struct pipe_shader_state*)(cso_hash_iter_data(iter));
return (struct cso_vertex_shader*)(cso_hash_iter_data(iter));
}

View File

@ -55,13 +55,13 @@ const struct cso_rasterizer *
st_cached_rasterizer_state(struct st_context *st,
const struct pipe_rasterizer_state *raster);
struct pipe_shader_state *st_cached_fs_state(
struct st_context *st,
const struct pipe_shader_state *templ);
const struct cso_fragment_shader *
st_cached_fs_state(struct st_context *st,
const struct pipe_shader_state *templ);
struct pipe_shader_state *st_cached_vs_state(
struct st_context *st,
const struct pipe_shader_state *templ);
const struct cso_vertex_shader *
st_cached_vs_state(struct st_context *st,
const struct pipe_shader_state *templ);
#endif

View File

@ -348,7 +348,7 @@ clear_with_quad(GLcontext *ctx,
if (!stfp) {
stfp = make_frag_shader(st);
}
pipe->bind_fs_state(pipe, stfp->fs);
pipe->bind_fs_state(pipe, stfp->fs->data);
}
/* vertex shader state: color/position pass-through */
@ -357,7 +357,7 @@ clear_with_quad(GLcontext *ctx,
if (!stvp) {
stvp = make_vertex_shader(st);
}
pipe->bind_vs_state(pipe, stvp->vs);
pipe->bind_vs_state(pipe, stvp->vs->data);
}
/* viewport state: viewport matching window dims */
@ -383,8 +383,8 @@ clear_with_quad(GLcontext *ctx,
pipe->set_alpha_test_state(pipe, &st->state.alpha_test);
pipe->bind_blend_state(pipe, st->state.blend->data);
pipe->bind_depth_stencil_state(pipe, st->state.depth_stencil);
pipe->bind_fs_state(pipe, st->state.fs);
pipe->bind_vs_state(pipe, st->state.vs);
pipe->bind_fs_state(pipe, st->state.fs->data);
pipe->bind_vs_state(pipe, st->state.vs->data);
pipe->bind_rasterizer_state(pipe, st->state.rasterizer->data);
pipe->set_viewport_state(pipe, &ctx->st->state.viewport);
/* OR:

View File

@ -330,7 +330,7 @@ draw_textured_quad(GLcontext *ctx, GLint x, GLint y, GLfloat z,
if (!stfp) {
stfp = make_fragment_shader(ctx->st);
}
pipe->bind_fs_state(pipe, stfp->fs);
pipe->bind_fs_state(pipe, stfp->fs->data);
}
/* vertex shader state: position + texcoord pass-through */
@ -339,7 +339,7 @@ draw_textured_quad(GLcontext *ctx, GLint x, GLint y, GLfloat z,
if (!stvp) {
stvp = make_vertex_shader(ctx->st);
}
pipe->bind_vs_state(pipe, stvp->vs);
pipe->bind_vs_state(pipe, stvp->vs->data);
}
/* texture sampling state: */
@ -393,8 +393,8 @@ draw_textured_quad(GLcontext *ctx, GLint x, GLint y, GLfloat z,
/* restore GL state */
pipe->bind_rasterizer_state(pipe, ctx->st->state.rasterizer->data);
pipe->bind_fs_state(pipe, ctx->st->state.fs);
pipe->bind_vs_state(pipe, ctx->st->state.vs);
pipe->bind_fs_state(pipe, ctx->st->state.fs->data);
pipe->bind_vs_state(pipe, ctx->st->state.vs->data);
pipe->set_texture_state(pipe, unit, ctx->st->state.texture[unit]);
pipe->bind_sampler_state(pipe, unit, ctx->st->state.sampler[unit]);
pipe->set_viewport_state(pipe, &ctx->st->state.viewport);

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@ -35,6 +35,7 @@
#include "st_context.h"
#include "st_atom.h"
#include "st_cache.h"
#include "st_draw.h"
#include "st_program.h"
#include "st_cb_rasterpos.h"
@ -88,7 +89,7 @@ static void
setup_feedback(GLcontext *ctx)
{
struct pipe_context *pipe = ctx->st->pipe;
const struct pipe_shader_state *vs = ctx->st->state.vs;
const struct pipe_shader_state *vs = &ctx->st->state.vs->state;
struct pipe_feedback_state feedback;
uint i;

View File

@ -79,8 +79,8 @@ struct st_context
const struct pipe_sampler_state *sampler[PIPE_MAX_SAMPLERS];
const struct pipe_depth_stencil_state *depth_stencil;
const struct cso_rasterizer *rasterizer;
const struct pipe_shader_state *fs;
const struct pipe_shader_state *vs;
const struct cso_fragment_shader *fs;
const struct cso_vertex_shader *vs;
struct pipe_alpha_test_state alpha_test;
struct pipe_blend_color blend_color;

View File

@ -198,7 +198,7 @@ st_draw_vbo(GLcontext *ctx,
/* must get these after state validation! */
vp = ctx->st->vp;
vs = ctx->st->state.vs;
vs = &ctx->st->state.vs->state;
/* loop over TGSI shader inputs */
for (attr = 0; attr < vs->num_inputs; attr++) {
@ -405,8 +405,8 @@ st_feedback_draw_vbo(GLcontext *ctx,
assert(draw);
draw_set_viewport_state(draw, &st->state.viewport);
draw_set_clip_state(draw, &st->state.clip);
draw_set_rasterizer_state(draw, st->state.rasterizer->data);
draw_set_vertex_shader(draw, st->state.vs);
draw_set_rasterizer_state(draw, &st->state.rasterizer->state);
draw_set_vertex_shader(draw, &st->state.vs->state);
/* XXX need to set vertex info too */

View File

@ -40,6 +40,8 @@
#define ST_FP_MAX_TOKENS 1024
struct cso_fragment_shader;
struct cso_vertex_shader;
struct st_fragment_program
{
@ -52,7 +54,7 @@ struct st_fragment_program
GLboolean dirty;
/** Pointer to the corresponding cached shader */
const struct pipe_shader_state *fs;
const struct cso_fragment_shader *fs;
GLuint param_state;
};
@ -83,7 +85,7 @@ struct st_vertex_program
#endif
/** Pointer to the corresponding cached shader */
const struct pipe_shader_state *vs;
const struct cso_vertex_shader *vs;
GLuint param_state;
};
@ -105,12 +107,12 @@ st_vertex_program( struct gl_vertex_program *vp )
}
extern struct pipe_shader_state *
extern const struct cso_fragment_shader *
st_translate_fragment_shader(struct st_context *st,
struct st_fragment_program *fp);
extern struct pipe_shader_state *
extern const struct cso_vertex_shader *
st_translate_vertex_shader(struct st_context *st,
struct st_vertex_program *vp);