/************************************************************************** * * Copyright 2003 VMware, Inc. * All Rights Reserved. * * Permission is hereby granted, free of charge, to any person obtaining a * copy of this software and associated documentation files (the * "Software"), to deal in the Software without restriction, including * without limitation the rights to use, copy, modify, merge, publish, * distribute, sub license, and/or sell copies of the Software, and to * permit persons to whom the Software is furnished to do so, subject to * the following conditions: * * The above copyright notice and this permission notice (including the * next paragraph) shall be included in all copies or substantial portions * of the Software. * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF * MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT. * IN NO EVENT SHALL VMWARE AND/OR ITS SUPPLIERS BE LIABLE FOR * ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, * TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE * SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. * **************************************************************************/ /** * State validation for vertex/fragment shaders. * Note that we have to delay most vertex/fragment shader translation * until rendering time since the linkage between the vertex outputs and * fragment inputs can vary depending on the pairing of shaders. * * Authors: * Brian Paul */ #include "main/imports.h" #include "main/mtypes.h" #include "main/framebuffer.h" #include "main/texobj.h" #include "main/texstate.h" #include "program/program.h" #include "pipe/p_context.h" #include "pipe/p_shader_tokens.h" #include "util/u_simple_shaders.h" #include "cso_cache/cso_context.h" #include "util/u_debug.h" #include "st_context.h" #include "st_atom.h" #include "st_program.h" /** Compress the fog function enums into a 2-bit value */ static GLuint translate_fog_mode(GLenum mode) { switch (mode) { case GL_LINEAR: return 1; case GL_EXP: return 2; case GL_EXP2: return 3; default: return 0; } } static unsigned get_texture_target(struct gl_context *ctx, const unsigned unit) { struct gl_texture_object *texObj = _mesa_get_tex_unit(ctx, unit)->_Current; gl_texture_index index; if (texObj) { index = _mesa_tex_target_to_index(ctx, texObj->Target); } else { /* fallback for missing texture */ index = TEXTURE_2D_INDEX; } /* Map mesa texture target to TGSI texture target. * Copied from st_mesa_to_tgsi.c, the shadow part is omitted */ switch(index) { case TEXTURE_2D_MULTISAMPLE_INDEX: return TGSI_TEXTURE_2D_MSAA; case TEXTURE_2D_MULTISAMPLE_ARRAY_INDEX: return TGSI_TEXTURE_2D_ARRAY_MSAA; case TEXTURE_BUFFER_INDEX: return TGSI_TEXTURE_BUFFER; case TEXTURE_1D_INDEX: return TGSI_TEXTURE_1D; case TEXTURE_2D_INDEX: return TGSI_TEXTURE_2D; case TEXTURE_3D_INDEX: return TGSI_TEXTURE_3D; case TEXTURE_CUBE_INDEX: return TGSI_TEXTURE_CUBE; case TEXTURE_CUBE_ARRAY_INDEX: return TGSI_TEXTURE_CUBE_ARRAY; case TEXTURE_RECT_INDEX: return TGSI_TEXTURE_RECT; case TEXTURE_1D_ARRAY_INDEX: return TGSI_TEXTURE_1D_ARRAY; case TEXTURE_2D_ARRAY_INDEX: return TGSI_TEXTURE_2D_ARRAY; case TEXTURE_EXTERNAL_INDEX: return TGSI_TEXTURE_2D; default: debug_assert(0); return TGSI_TEXTURE_1D; } } /** * Update fragment program state/atom. This involves translating the * Mesa fragment program into a gallium fragment program and binding it. */ static void update_fp( struct st_context *st ) { struct st_fragment_program *stfp; struct st_fp_variant_key key; assert(st->ctx->FragmentProgram._Current); stfp = st_fragment_program(st->ctx->FragmentProgram._Current); assert(stfp->Base.Base.Target == GL_FRAGMENT_PROGRAM_ARB); memset(&key, 0, sizeof(key)); key.st = st->has_shareable_shaders ? NULL : st; /* _NEW_FRAG_CLAMP */ key.clamp_color = st->clamp_frag_color_in_shader && st->ctx->Color._ClampFragmentColor; /* _NEW_MULTISAMPLE | _NEW_BUFFERS */ key.persample_shading = st->force_persample_in_shader && _mesa_is_multisample_enabled(st->ctx) && st->ctx->Multisample.SampleShading && st->ctx->Multisample.MinSampleShadingValue * _mesa_geometric_samples(st->ctx->DrawBuffer) > 1; if (stfp->ati_fs) { unsigned u; if (st->ctx->Fog.Enabled) { key.fog = translate_fog_mode(st->ctx->Fog.Mode); } for (u = 0; u < MAX_NUM_FRAGMENT_REGISTERS_ATI; u++) { key.texture_targets[u] = get_texture_target(st->ctx, u); } } st->fp_variant = st_get_fp_variant(st, stfp, &key); st_reference_fragprog(st, &st->fp, stfp); cso_set_fragment_shader_handle(st->cso_context, st->fp_variant->driver_shader); } const struct st_tracked_state st_update_fp = { "st_update_fp", /* name */ { /* dirty */ _NEW_BUFFERS | _NEW_MULTISAMPLE | _NEW_FOG, /* mesa */ ST_NEW_FRAGMENT_PROGRAM /* st */ }, update_fp /* update */ }; /** * Update vertex program state/atom. This involves translating the * Mesa vertex program into a gallium fragment program and binding it. */ static void update_vp( struct st_context *st ) { struct st_vertex_program *stvp; struct st_vp_variant_key key; /* find active shader and params -- Should be covered by * ST_NEW_VERTEX_PROGRAM */ assert(st->ctx->VertexProgram._Current); stvp = st_vertex_program(st->ctx->VertexProgram._Current); assert(stvp->Base.Base.Target == GL_VERTEX_PROGRAM_ARB); memset(&key, 0, sizeof key); key.st = st->has_shareable_shaders ? NULL : st; /* When this is true, we will add an extra input to the vertex * shader translation (for edgeflags), an extra output with * edgeflag semantics, and extend the vertex shader to pass through * the input to the output. We'll need to use similar logic to set * up the extra vertex_element input for edgeflags. */ key.passthrough_edgeflags = st->vertdata_edgeflags; key.clamp_color = st->clamp_vert_color_in_shader && st->ctx->Light._ClampVertexColor && (stvp->Base.Base.OutputsWritten & (VARYING_SLOT_COL0 | VARYING_SLOT_COL1 | VARYING_SLOT_BFC0 | VARYING_SLOT_BFC1)); st->vp_variant = st_get_vp_variant(st, stvp, &key); st_reference_vertprog(st, &st->vp, stvp); cso_set_vertex_shader_handle(st->cso_context, st->vp_variant->driver_shader); st->vertex_result_to_slot = stvp->result_to_output; } const struct st_tracked_state st_update_vp = { "st_update_vp", /* name */ { /* dirty */ 0, /* mesa */ ST_NEW_VERTEX_PROGRAM /* st */ }, update_vp /* update */ }; static void update_gp( struct st_context *st ) { struct st_geometry_program *stgp; if (!st->ctx->GeometryProgram._Current) { cso_set_geometry_shader_handle(st->cso_context, NULL); return; } stgp = st_geometry_program(st->ctx->GeometryProgram._Current); assert(stgp->Base.Base.Target == GL_GEOMETRY_PROGRAM_NV); st->gp_variant = st_get_basic_variant(st, PIPE_SHADER_GEOMETRY, &stgp->tgsi, &stgp->variants); st_reference_geomprog(st, &st->gp, stgp); cso_set_geometry_shader_handle(st->cso_context, st->gp_variant->driver_shader); } const struct st_tracked_state st_update_gp = { "st_update_gp", /* name */ { /* dirty */ 0, /* mesa */ ST_NEW_GEOMETRY_PROGRAM /* st */ }, update_gp /* update */ }; static void update_tcp( struct st_context *st ) { struct st_tessctrl_program *sttcp; if (!st->ctx->TessCtrlProgram._Current) { cso_set_tessctrl_shader_handle(st->cso_context, NULL); return; } sttcp = st_tessctrl_program(st->ctx->TessCtrlProgram._Current); assert(sttcp->Base.Base.Target == GL_TESS_CONTROL_PROGRAM_NV); st->tcp_variant = st_get_basic_variant(st, PIPE_SHADER_TESS_CTRL, &sttcp->tgsi, &sttcp->variants); st_reference_tesscprog(st, &st->tcp, sttcp); cso_set_tessctrl_shader_handle(st->cso_context, st->tcp_variant->driver_shader); } const struct st_tracked_state st_update_tcp = { "st_update_tcp", /* name */ { /* dirty */ 0, /* mesa */ ST_NEW_TESSCTRL_PROGRAM /* st */ }, update_tcp /* update */ }; static void update_tep( struct st_context *st ) { struct st_tesseval_program *sttep; if (!st->ctx->TessEvalProgram._Current) { cso_set_tesseval_shader_handle(st->cso_context, NULL); return; } sttep = st_tesseval_program(st->ctx->TessEvalProgram._Current); assert(sttep->Base.Base.Target == GL_TESS_EVALUATION_PROGRAM_NV); st->tep_variant = st_get_basic_variant(st, PIPE_SHADER_TESS_EVAL, &sttep->tgsi, &sttep->variants); st_reference_tesseprog(st, &st->tep, sttep); cso_set_tesseval_shader_handle(st->cso_context, st->tep_variant->driver_shader); } const struct st_tracked_state st_update_tep = { "st_update_tep", /* name */ { /* dirty */ 0, /* mesa */ ST_NEW_TESSEVAL_PROGRAM /* st */ }, update_tep /* update */ }; static void update_cp( struct st_context *st ) { struct st_compute_program *stcp; if (!st->ctx->ComputeProgram._Current) { cso_set_compute_shader_handle(st->cso_context, NULL); return; } stcp = st_compute_program(st->ctx->ComputeProgram._Current); assert(stcp->Base.Base.Target == GL_COMPUTE_PROGRAM_NV); st->cp_variant = st_get_cp_variant(st, &stcp->tgsi, &stcp->variants); st_reference_compprog(st, &st->cp, stcp); cso_set_compute_shader_handle(st->cso_context, st->cp_variant->driver_shader); } const struct st_tracked_state st_update_cp = { "st_update_cp", /* name */ { /* dirty */ 0, /* mesa */ ST_NEW_COMPUTE_PROGRAM /* st */ }, update_cp /* update */ };