st/mesa: remove excessive shader state dirtying

This just needs to be done by st_validate_state.

v2: add "shaders_may_be_dirty" flags for not skipping st_validate_state
    on _NEW_PROGRAM to detect real shader changes

Reviewed-by: Nicolai Hähnle <nicolai.haehnle@amd.com>
This commit is contained in:
Marek Olšák 2016-07-17 20:37:58 +02:00
parent 1f73e2bb94
commit 79dcd69afa
7 changed files with 33 additions and 57 deletions

View file

@ -72,6 +72,14 @@ static void check_program_state( struct st_context *st )
if (ctx->GeometryProgram._Current != &st->gp->Base)
st->dirty |= ST_NEW_GEOMETRY_PROGRAM;
if (ctx->TessCtrlProgram._Current != &st->tcp->Base)
st->dirty |= ST_NEW_TESSCTRL_PROGRAM;
if (ctx->TessEvalProgram._Current != &st->tep->Base)
st->dirty |= ST_NEW_TESSEVAL_PROGRAM;
st->gfx_shaders_may_be_dirty = false;
}
static void check_attrib_edgeflag(struct st_context *st)
@ -135,8 +143,13 @@ void st_validate_state( struct st_context *st, enum st_pipeline pipeline )
pipeline_mask &= ~ST_NEW_GS_RESOURCES;
if (!ctx->Transform.ClipPlanesEnabled)
pipeline_mask &= ~ST_NEW_CLIP_STATE;
break;
case ST_PIPELINE_COMPUTE:
if (ctx->ComputeProgram._Current != &st->cp->Base)
st->dirty |= ST_NEW_COMPUTE_PROGRAM;
st->compute_shader_may_be_dirty = false;
pipeline_mask = ST_PIPELINE_COMPUTE_STATE_MASK;
break;
default:

View file

@ -647,7 +647,8 @@ st_Bitmap(struct gl_context *ctx, GLint x, GLint y,
* explicitly uploaded in the draw_bitmap_quad() function.
*/
if ((st->dirty | ctx->NewDriverState) & ~ST_NEW_CONSTANTS &
ST_PIPELINE_RENDER_STATE_MASK) {
ST_PIPELINE_RENDER_STATE_MASK ||
st->gfx_shaders_may_be_dirty) {
st_validate_state(st, ST_PIPELINE_RENDER);
}

View file

@ -51,7 +51,8 @@ static void st_dispatch_compute_common(struct gl_context *ctx,
if (ctx->NewState)
_mesa_update_state(ctx);
if ((st->dirty | ctx->NewDriverState) & ST_PIPELINE_COMPUTE_STATE_MASK)
if ((st->dirty | ctx->NewDriverState) & ST_PIPELINE_COMPUTE_STATE_MASK ||
st->compute_shader_may_be_dirty)
st_validate_state(st, ST_PIPELINE_COMPUTE);
for (unsigned i = 0; i < 3; i++) {

View file

@ -49,57 +49,6 @@
#include "st_atifs_to_tgsi.h"
/**
* Called via ctx->Driver.BindProgram() to bind an ARB vertex or
* fragment program.
*/
static void
st_bind_program(struct gl_context *ctx, GLenum target, struct gl_program *prog)
{
struct st_context *st = st_context(ctx);
switch (target) {
case GL_VERTEX_PROGRAM_ARB:
st->dirty |= ST_NEW_VERTEX_PROGRAM;
break;
case GL_FRAGMENT_PROGRAM_ARB:
st->dirty |= ST_NEW_FRAGMENT_PROGRAM;
break;
case GL_GEOMETRY_PROGRAM_NV:
st->dirty |= ST_NEW_GEOMETRY_PROGRAM;
break;
case GL_TESS_CONTROL_PROGRAM_NV:
st->dirty |= ST_NEW_TESSCTRL_PROGRAM;
break;
case GL_TESS_EVALUATION_PROGRAM_NV:
st->dirty |= ST_NEW_TESSEVAL_PROGRAM;
break;
case GL_COMPUTE_PROGRAM_NV:
st->dirty |= ST_NEW_COMPUTE_PROGRAM;
break;
}
}
/**
* Called via ctx->Driver.UseProgram() to bind a linked GLSL program
* (vertex shader + fragment shader).
*/
static void
st_use_program(struct gl_context *ctx, struct gl_shader_program *shProg)
{
struct st_context *st = st_context(ctx);
st->dirty |= ST_NEW_FRAGMENT_PROGRAM;
st->dirty |= ST_NEW_VERTEX_PROGRAM;
st->dirty |= ST_NEW_GEOMETRY_PROGRAM;
st->dirty |= ST_NEW_TESSCTRL_PROGRAM;
st->dirty |= ST_NEW_TESSEVAL_PROGRAM;
st->dirty |= ST_NEW_COMPUTE_PROGRAM;
}
/**
* Called via ctx->Driver.NewProgram() to allocate a new vertex or
* fragment program.
@ -347,8 +296,6 @@ st_new_ati_fs(struct gl_context *ctx, struct ati_fragment_shader *curProg)
void
st_init_program_functions(struct dd_function_table *functions)
{
functions->BindProgram = st_bind_program;
functions->UseProgram = st_use_program;
functions->NewProgram = st_new_program;
functions->DeleteProgram = st_delete_program;
functions->ProgramStringNotify = st_program_string_notify;

View file

@ -219,6 +219,12 @@ void st_invalidate_state(struct gl_context * ctx, GLbitfield new_state)
if (st->clamp_vert_color_in_shader && (new_state & _NEW_LIGHT))
st->dirty |= ST_NEW_VS_STATE;
/* Which shaders are dirty will be determined manually. */
if (new_state & _NEW_PROGRAM) {
st->gfx_shaders_may_be_dirty = true;
st->compute_shader_may_be_dirty = true;
}
/* This is the only core Mesa module we depend upon.
* No longer use swrast, swsetup, tnl.
*/

View file

@ -140,6 +140,12 @@ struct st_context
uint64_t dirty; /**< dirty states */
/* If true, further analysis of states is required to know if something
* has changed. Used mainly for shaders.
*/
bool gfx_shaders_may_be_dirty;
bool compute_shader_may_be_dirty;
GLboolean vertdata_edgeflags;
GLboolean edgeflag_culls_prims;

View file

@ -173,7 +173,8 @@ st_draw_vbo(struct gl_context *ctx,
st_invalidate_readpix_cache(st);
/* Validate state. */
if ((st->dirty | ctx->NewDriverState) & ST_PIPELINE_RENDER_STATE_MASK) {
if ((st->dirty | ctx->NewDriverState) & ST_PIPELINE_RENDER_STATE_MASK ||
st->gfx_shaders_may_be_dirty) {
st_validate_state(st, ST_PIPELINE_RENDER);
}
@ -278,7 +279,8 @@ st_indirect_draw_vbo(struct gl_context *ctx,
assert(stride);
/* Validate state. */
if ((st->dirty | ctx->NewDriverState) & ST_PIPELINE_RENDER_STATE_MASK) {
if ((st->dirty | ctx->NewDriverState) & ST_PIPELINE_RENDER_STATE_MASK ||
st->gfx_shaders_may_be_dirty) {
st_validate_state(st, ST_PIPELINE_RENDER);
}