/************************************************************************** * * 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 "util/imports.h" #include "main/mtypes.h" #include "main/framebuffer.h" #include "main/state.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" #include "st_texture.h" #include "st_util.h" 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. */ void st_update_fp( struct st_context *st ) { struct st_program *stfp; assert(st->ctx->FragmentProgram._Current); stfp = st_program(st->ctx->FragmentProgram._Current); assert(stfp->Base.Target == GL_FRAGMENT_PROGRAM_ARB); void *shader; if (st->shader_has_one_variant[MESA_SHADER_FRAGMENT] && !stfp->ati_fs && /* ATI_fragment_shader always has multiple variants */ !stfp->Base.ExternalSamplersUsed && /* external samplers need variants */ stfp->variants && !st_fp_variant(stfp->variants)->key.drawpixels && !st_fp_variant(stfp->variants)->key.bitmap) { shader = stfp->variants->driver_shader; } else { struct st_fp_variant_key key; /* use memset, not an initializer to be sure all memory is zeroed */ memset(&key, 0, sizeof(key)); key.st = st->has_shareable_shaders ? NULL : st; key.lower_flatshade = st->lower_flatshade && st->ctx->Light.ShadeModel == GL_FLAT; /* _NEW_COLOR */ key.lower_alpha_func = COMPARE_FUNC_NEVER; if (st->lower_alpha_test && _mesa_is_alpha_test_enabled(st->ctx)) key.lower_alpha_func = st->ctx->Color.AlphaFunc; /* _NEW_LIGHT | _NEW_PROGRAM */ key.lower_two_sided_color = st->lower_two_sided_color && _mesa_vertex_program_two_side_enabled(st->ctx); /* _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; key.lower_depth_clamp = st->clamp_frag_depth_in_shader && (st->ctx->Transform.DepthClampNear || st->ctx->Transform.DepthClampFar); if (stfp->ati_fs) { key.fog = st->ctx->Fog._PackedEnabledMode; for (unsigned u = 0; u < MAX_NUM_FRAGMENT_REGISTERS_ATI; u++) { key.texture_targets[u] = get_texture_target(st->ctx, u); } } key.external = st_get_external_sampler_key(st, &stfp->Base); shader = st_get_fp_variant(st, stfp, &key)->base.driver_shader; } st_reference_prog(st, &st->fp, stfp); cso_set_fragment_shader_handle(st->cso_context, shader); } /** * Update vertex program state/atom. This involves translating the * Mesa vertex program into a gallium fragment program and binding it. */ void st_update_vp( struct st_context *st ) { struct st_program *stvp; /* find active shader and params -- Should be covered by * ST_NEW_VERTEX_PROGRAM */ assert(st->ctx->VertexProgram._Current); stvp = st_program(st->ctx->VertexProgram._Current); assert(stvp->Base.Target == GL_VERTEX_PROGRAM_ARB); if (st->shader_has_one_variant[MESA_SHADER_VERTEX] && stvp->variants && st_common_variant(stvp->variants)->key.passthrough_edgeflags == st->vertdata_edgeflags && !st_common_variant(stvp->variants)->key.is_draw_shader) { st->vp_variant = st_common_variant(stvp->variants); } else { struct st_common_variant_key key; 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.info.outputs_written & (VARYING_SLOT_COL0 | VARYING_SLOT_COL1 | VARYING_SLOT_BFC0 | VARYING_SLOT_BFC1)); key.lower_depth_clamp = !st->gp && !st->tep && st->clamp_frag_depth_in_shader && (st->ctx->Transform.DepthClampNear || st->ctx->Transform.DepthClampFar); if (key.lower_depth_clamp) key.clip_negative_one_to_one = st->ctx->Transform.ClipDepthMode == GL_NEGATIVE_ONE_TO_ONE; /* _NEW_POINT */ key.lower_point_size = st->lower_point_size && !st_point_size_per_vertex(st->ctx); /* _NEW_TRANSFORM */ if (st->lower_ucp && st_user_clip_planes_enabled(st->ctx)) key.lower_ucp = st->ctx->Transform.ClipPlanesEnabled; st->vp_variant = st_get_vp_variant(st, stvp, &key); } st_reference_prog(st, &st->vp, stvp); cso_set_vertex_shader_handle(st->cso_context, st->vp_variant->base.driver_shader); } static void * st_update_common_program(struct st_context *st, struct gl_program *prog, unsigned pipe_shader, struct st_program **dst) { struct st_program *stp; if (!prog) { st_reference_prog(st, dst, NULL); return NULL; } stp = st_program(prog); st_reference_prog(st, dst, stp); if (st->shader_has_one_variant[prog->info.stage] && stp->variants) return stp->variants->driver_shader; struct st_common_variant_key key; /* use memset, not an initializer to be sure all memory is zeroed */ memset(&key, 0, sizeof(key)); key.st = st->has_shareable_shaders ? NULL : st; if (pipe_shader == PIPE_SHADER_GEOMETRY || pipe_shader == PIPE_SHADER_TESS_EVAL) { key.clamp_color = st->clamp_vert_color_in_shader && st->ctx->Light._ClampVertexColor && (stp->Base.info.outputs_written & (VARYING_SLOT_COL0 | VARYING_SLOT_COL1 | VARYING_SLOT_BFC0 | VARYING_SLOT_BFC1)); key.lower_depth_clamp = (pipe_shader == PIPE_SHADER_GEOMETRY || !st->gp) && st->clamp_frag_depth_in_shader && (st->ctx->Transform.DepthClampNear || st->ctx->Transform.DepthClampFar); if (key.lower_depth_clamp) key.clip_negative_one_to_one = st->ctx->Transform.ClipDepthMode == GL_NEGATIVE_ONE_TO_ONE; } return st_get_common_variant(st, stp, &key)->driver_shader; } void st_update_gp(struct st_context *st) { void *shader = st_update_common_program(st, st->ctx->GeometryProgram._Current, PIPE_SHADER_GEOMETRY, &st->gp); cso_set_geometry_shader_handle(st->cso_context, shader); } void st_update_tcp(struct st_context *st) { void *shader = st_update_common_program(st, st->ctx->TessCtrlProgram._Current, PIPE_SHADER_TESS_CTRL, &st->tcp); cso_set_tessctrl_shader_handle(st->cso_context, shader); } void st_update_tep(struct st_context *st) { void *shader = st_update_common_program(st, st->ctx->TessEvalProgram._Current, PIPE_SHADER_TESS_EVAL, &st->tep); cso_set_tesseval_shader_handle(st->cso_context, shader); } void st_update_cp(struct st_context *st) { void *shader = st_update_common_program(st, st->ctx->ComputeProgram._Current, PIPE_SHADER_COMPUTE, &st->cp); cso_set_compute_shader_handle(st->cso_context, shader); }