From c2d68e9995509b939f0c1b00f5ed2768a133dd7e Mon Sep 17 00:00:00 2001 From: Dave Airlie Date: Wed, 11 Mar 2015 10:35:55 +1000 Subject: [PATCH] renderer: move some global state into contexts. This stuff isn't required since the renderer uses contexts now --- src/vrend_renderer.c | 54 +++++++++++++++++++++++--------------------- src/vrend_renderer.h | 2 -- 2 files changed, 28 insertions(+), 28 deletions(-) diff --git a/src/vrend_renderer.c b/src/vrend_renderer.c index 425af89..03f6ce3 100644 --- a/src/vrend_renderer.c +++ b/src/vrend_renderer.c @@ -93,10 +93,6 @@ struct global_error_state { }; struct global_renderer_state { - GLboolean blend_enabled; - GLboolean depth_test_enabled; - GLboolean alpha_test_enabled; - GLboolean stencil_test_enabled; GLuint program_id; struct list_head fence_list; struct vrend_context *current_ctx; @@ -325,6 +321,11 @@ struct vrend_sub_context { struct pipe_depth_stencil_alpha_state *dsa; struct pipe_clip_state ucp_state; + + GLboolean blend_enabled; + GLboolean depth_test_enabled; + GLboolean alpha_test_enabled; + GLboolean stencil_test_enabled; }; struct vrend_context { @@ -590,10 +591,10 @@ void vrend_bind_va(GLuint vaoid) glBindVertexArray(vaoid); } -void vrend_blend_enable(GLboolean blend_enable) +static void vrend_blend_enable(struct vrend_context *ctx, GLboolean blend_enable) { - if (vrend_state.blend_enabled != blend_enable) { - vrend_state.blend_enabled = blend_enable; + if (ctx->sub->blend_enabled != blend_enable) { + ctx->sub->blend_enabled = blend_enable; if (blend_enable) glEnable(GL_BLEND); else @@ -601,10 +602,10 @@ void vrend_blend_enable(GLboolean blend_enable) } } -void vrend_depth_test_enable(GLboolean depth_test_enable) +static void vrend_depth_test_enable(struct vrend_context *ctx, GLboolean depth_test_enable) { - if (vrend_state.depth_test_enabled != depth_test_enable) { - vrend_state.depth_test_enabled = depth_test_enable; + if (ctx->sub->depth_test_enabled != depth_test_enable) { + ctx->sub->depth_test_enabled = depth_test_enable; if (depth_test_enable) glEnable(GL_DEPTH_TEST); else @@ -619,18 +620,19 @@ static void vrend_alpha_test_enable(struct vrend_context *ctx, /* handled in shaders */ return; } - if (vrend_state.alpha_test_enabled != alpha_test_enable) { - vrend_state.alpha_test_enabled = alpha_test_enable; + if (ctx->sub->alpha_test_enabled != alpha_test_enable) { + ctx->sub->alpha_test_enabled = alpha_test_enable; if (alpha_test_enable) glEnable(GL_ALPHA_TEST); else glDisable(GL_ALPHA_TEST); } } -static void vrend_stencil_test_enable(GLboolean stencil_test_enable) +static void vrend_stencil_test_enable(struct vrend_context *ctx, + GLboolean stencil_test_enable) { - if (vrend_state.stencil_test_enabled != stencil_test_enable) { - vrend_state.stencil_test_enabled = stencil_test_enable; + if (ctx->sub->stencil_test_enabled != stencil_test_enable) { + ctx->sub->stencil_test_enabled = stencil_test_enable; if (stencil_test_enable) glEnable(GL_STENCIL_TEST); else @@ -2613,10 +2615,10 @@ static void vrend_hw_emit_blend(struct vrend_context *ctx) translate_blend_factor(state->rt[0].alpha_dst_factor)); glBlendEquationSeparate(translate_blend_func(state->rt[0].rgb_func), translate_blend_func(state->rt[0].alpha_func)); - vrend_blend_enable(GL_TRUE); + vrend_blend_enable(ctx, GL_TRUE); } else - vrend_blend_enable(GL_FALSE); + vrend_blend_enable(ctx, GL_FALSE); if (state->rt[0].colormask != vrend_state.hw_blend_state.rt[0].colormask) { int i; @@ -2649,7 +2651,7 @@ void vrend_object_bind_blend(struct vrend_context *ctx, if (handle == 0) { memset(&ctx->sub->blend_state, 0, sizeof(ctx->sub->blend_state)); - vrend_blend_enable(GL_FALSE); + vrend_blend_enable(ctx, GL_FALSE); return; } state = vrend_object_lookup(ctx->sub->object_hash, handle, VIRGL_OBJECT_BLEND); @@ -2668,14 +2670,14 @@ static void vrend_hw_emit_dsa(struct vrend_context *ctx) struct pipe_depth_stencil_alpha_state *state = &ctx->sub->dsa_state; if (state->depth.enabled) { - vrend_depth_test_enable(GL_TRUE); + vrend_depth_test_enable(ctx, GL_TRUE); glDepthFunc(GL_NEVER + state->depth.func); if (state->depth.writemask) glDepthMask(GL_TRUE); else glDepthMask(GL_FALSE); } else - vrend_depth_test_enable(GL_FALSE); + vrend_depth_test_enable(ctx, GL_FALSE); if (state->alpha.enabled) { vrend_alpha_test_enable(ctx, GL_TRUE); @@ -2737,7 +2739,7 @@ void vrend_update_stencil_state(struct vrend_context *ctx) if (!state->stencil[1].enabled) { if (state->stencil[0].enabled) { - vrend_stencil_test_enable(GL_TRUE); + vrend_stencil_test_enable(ctx, GL_TRUE); glStencilOp(translate_stencil_op(state->stencil[0].fail_op), translate_stencil_op(state->stencil[0].zfail_op), @@ -2748,9 +2750,9 @@ void vrend_update_stencil_state(struct vrend_context *ctx) state->stencil[0].valuemask); glStencilMask(state->stencil[0].writemask); } else - vrend_stencil_test_enable(GL_FALSE); + vrend_stencil_test_enable(ctx, GL_FALSE); } else { - vrend_stencil_test_enable(GL_TRUE); + vrend_stencil_test_enable(ctx, GL_TRUE); for (i = 0; i < 2; i++) { GLenum face = (i == 1) ? GL_BACK : GL_FRONT; @@ -3866,10 +3868,10 @@ static int vrend_renderer_transfer_write_iov(struct vrend_context *ctx, glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, res->readback_fb_id); } glDrawBuffer(GL_COLOR_ATTACHMENT0_EXT); - vrend_blend_enable(GL_FALSE); - vrend_depth_test_enable(GL_FALSE); + vrend_blend_enable(ctx, GL_FALSE); + vrend_depth_test_enable(ctx, GL_FALSE); vrend_alpha_test_enable(ctx, GL_FALSE); - vrend_stencil_test_enable(GL_FALSE); + vrend_stencil_test_enable(ctx, GL_FALSE); glPixelZoom(1.0f, res->y_0_top ? -1.0f : 1.0f); glWindowPos2i(info->box->x, res->y_0_top ? res->base.height0 - info->box->y : info->box->y); glDrawPixels(info->box->width, info->box->height, glformat, gltype, diff --git a/src/vrend_renderer.h b/src/vrend_renderer.h index f911c46..ebf5b61 100644 --- a/src/vrend_renderer.h +++ b/src/vrend_renderer.h @@ -320,8 +320,6 @@ void vrend_render_condition(struct vrend_context *ctx, uint mode); void *vrend_renderer_get_cursor_contents(uint32_t res_handle, uint32_t *width, uint32_t *height); void vrend_use_program(GLuint program_id); -void vrend_blend_enable(GLboolean blend_enable); -void vrend_depth_test_enable(GLboolean depth_test_enable); void vrend_bind_va(GLuint vaoid); int vrend_renderer_flush_buffer_res(struct vrend_resource *res, struct pipe_box *box);