/************************************************************************** * * 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. * **************************************************************************/ /* * Authors: * Keith Whitwell */ #include "main/glheader.h" #include "main/macros.h" #include "main/enums.h" #include "main/shaderapi.h" #include "program/prog_instruction.h" #include "program/program.h" #include "cso_cache/cso_context.h" #include "draw/draw_context.h" #include "st_context.h" #include "st_debug.h" #include "st_program.h" #include "st_mesa_to_tgsi.h" #include "st_cb_program.h" #include "st_glsl_to_tgsi.h" #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 |= ST_NEW_VERTEX_PROGRAM; break; case GL_FRAGMENT_PROGRAM_ARB: st->dirty.st |= ST_NEW_FRAGMENT_PROGRAM; break; case GL_GEOMETRY_PROGRAM_NV: st->dirty.st |= ST_NEW_GEOMETRY_PROGRAM; break; case GL_TESS_CONTROL_PROGRAM_NV: st->dirty.st |= ST_NEW_TESSCTRL_PROGRAM; break; case GL_TESS_EVALUATION_PROGRAM_NV: st->dirty.st |= ST_NEW_TESSEVAL_PROGRAM; break; case GL_COMPUTE_PROGRAM_NV: st->dirty_cp.st |= 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 |= ST_NEW_FRAGMENT_PROGRAM; st->dirty.st |= ST_NEW_VERTEX_PROGRAM; st->dirty.st |= ST_NEW_GEOMETRY_PROGRAM; st->dirty.st |= ST_NEW_TESSCTRL_PROGRAM; st->dirty.st |= ST_NEW_TESSEVAL_PROGRAM; st->dirty_cp.st |= ST_NEW_COMPUTE_PROGRAM; } /** * Called via ctx->Driver.NewProgram() to allocate a new vertex or * fragment program. */ static struct gl_program * st_new_program(struct gl_context *ctx, GLenum target, GLuint id) { switch (target) { case GL_VERTEX_PROGRAM_ARB: { struct st_vertex_program *prog = ST_CALLOC_STRUCT(st_vertex_program); return _mesa_init_gl_program(&prog->Base.Base, target, id); } case GL_FRAGMENT_PROGRAM_ARB: { struct st_fragment_program *prog = ST_CALLOC_STRUCT(st_fragment_program); return _mesa_init_gl_program(&prog->Base.Base, target, id); } case GL_GEOMETRY_PROGRAM_NV: { struct st_geometry_program *prog = ST_CALLOC_STRUCT(st_geometry_program); return _mesa_init_gl_program(&prog->Base.Base, target, id); } case GL_TESS_CONTROL_PROGRAM_NV: { struct st_tessctrl_program *prog = ST_CALLOC_STRUCT(st_tessctrl_program); return _mesa_init_gl_program(&prog->Base.Base, target, id); } case GL_TESS_EVALUATION_PROGRAM_NV: { struct st_tesseval_program *prog = ST_CALLOC_STRUCT(st_tesseval_program); return _mesa_init_gl_program(&prog->Base.Base, target, id); } case GL_COMPUTE_PROGRAM_NV: { struct st_compute_program *prog = ST_CALLOC_STRUCT(st_compute_program); return _mesa_init_gl_program(&prog->Base.Base, target, id); } default: assert(0); return NULL; } } /** * Called via ctx->Driver.DeleteProgram() */ static void st_delete_program(struct gl_context *ctx, struct gl_program *prog) { struct st_context *st = st_context(ctx); switch( prog->Target ) { case GL_VERTEX_PROGRAM_ARB: { struct st_vertex_program *stvp = (struct st_vertex_program *) prog; st_release_vp_variants( st, stvp ); if (stvp->glsl_to_tgsi) free_glsl_to_tgsi_visitor(stvp->glsl_to_tgsi); } break; case GL_GEOMETRY_PROGRAM_NV: { struct st_geometry_program *stgp = (struct st_geometry_program *) prog; st_release_basic_variants(st, stgp->Base.Base.Target, &stgp->variants, &stgp->tgsi); if (stgp->glsl_to_tgsi) free_glsl_to_tgsi_visitor(stgp->glsl_to_tgsi); } break; case GL_FRAGMENT_PROGRAM_ARB: { struct st_fragment_program *stfp = (struct st_fragment_program *) prog; st_release_fp_variants(st, stfp); if (stfp->glsl_to_tgsi) free_glsl_to_tgsi_visitor(stfp->glsl_to_tgsi); } break; case GL_TESS_CONTROL_PROGRAM_NV: { struct st_tessctrl_program *sttcp = (struct st_tessctrl_program *) prog; st_release_basic_variants(st, sttcp->Base.Base.Target, &sttcp->variants, &sttcp->tgsi); if (sttcp->glsl_to_tgsi) free_glsl_to_tgsi_visitor(sttcp->glsl_to_tgsi); } break; case GL_TESS_EVALUATION_PROGRAM_NV: { struct st_tesseval_program *sttep = (struct st_tesseval_program *) prog; st_release_basic_variants(st, sttep->Base.Base.Target, &sttep->variants, &sttep->tgsi); if (sttep->glsl_to_tgsi) free_glsl_to_tgsi_visitor(sttep->glsl_to_tgsi); } break; case GL_COMPUTE_PROGRAM_NV: { struct st_compute_program *stcp = (struct st_compute_program *) prog; st_release_cp_variants(st, stcp); if (stcp->glsl_to_tgsi) free_glsl_to_tgsi_visitor(stcp->glsl_to_tgsi); } break; default: assert(0); /* problem */ } /* delete base class */ _mesa_delete_program( ctx, prog ); } /** * Called via ctx->Driver.ProgramStringNotify() * Called when the program's text/code is changed. We have to free * all shader variants and corresponding gallium shaders when this happens. */ static GLboolean st_program_string_notify( struct gl_context *ctx, GLenum target, struct gl_program *prog ) { struct st_context *st = st_context(ctx); gl_shader_stage stage = _mesa_program_enum_to_shader_stage(target); if (target == GL_FRAGMENT_PROGRAM_ARB) { struct st_fragment_program *stfp = (struct st_fragment_program *) prog; st_release_fp_variants(st, stfp); if (!st_translate_fragment_program(st, stfp)) return false; if (st->fp == stfp) st->dirty.st |= ST_NEW_FRAGMENT_PROGRAM; } else if (target == GL_GEOMETRY_PROGRAM_NV) { struct st_geometry_program *stgp = (struct st_geometry_program *) prog; st_release_basic_variants(st, stgp->Base.Base.Target, &stgp->variants, &stgp->tgsi); if (!st_translate_geometry_program(st, stgp)) return false; if (st->gp == stgp) st->dirty.st |= ST_NEW_GEOMETRY_PROGRAM; } else if (target == GL_VERTEX_PROGRAM_ARB) { struct st_vertex_program *stvp = (struct st_vertex_program *) prog; st_release_vp_variants(st, stvp); if (!st_translate_vertex_program(st, stvp)) return false; if (st->vp == stvp) st->dirty.st |= ST_NEW_VERTEX_PROGRAM; } else if (target == GL_TESS_CONTROL_PROGRAM_NV) { struct st_tessctrl_program *sttcp = (struct st_tessctrl_program *) prog; st_release_basic_variants(st, sttcp->Base.Base.Target, &sttcp->variants, &sttcp->tgsi); if (!st_translate_tessctrl_program(st, sttcp)) return false; if (st->tcp == sttcp) st->dirty.st |= ST_NEW_TESSCTRL_PROGRAM; } else if (target == GL_TESS_EVALUATION_PROGRAM_NV) { struct st_tesseval_program *sttep = (struct st_tesseval_program *) prog; st_release_basic_variants(st, sttep->Base.Base.Target, &sttep->variants, &sttep->tgsi); if (!st_translate_tesseval_program(st, sttep)) return false; if (st->tep == sttep) st->dirty.st |= ST_NEW_TESSEVAL_PROGRAM; } else if (target == GL_COMPUTE_PROGRAM_NV) { struct st_compute_program *stcp = (struct st_compute_program *) prog; st_release_cp_variants(st, stcp); if (!st_translate_compute_program(st, stcp)) return false; if (st->cp == stcp) st->dirty_cp.st |= ST_NEW_COMPUTE_PROGRAM; } else if (target == GL_FRAGMENT_SHADER_ATI) { assert(prog); struct st_fragment_program *stfp = (struct st_fragment_program *) prog; assert(stfp->ati_fs); assert(stfp->ati_fs->Program == prog); st_init_atifs_prog(ctx, prog); st_release_fp_variants(st, stfp); if (!st_translate_fragment_program(st, stfp)) return false; if (st->fp == stfp) st->dirty.st |= ST_NEW_FRAGMENT_PROGRAM; } if (ST_DEBUG & DEBUG_PRECOMPILE || st->shader_has_one_variant[stage]) st_precompile_shader_variant(st, prog); return GL_TRUE; } /** * Called via ctx->Driver.NewATIfs() * Called in glEndFragmentShaderATI() */ static struct gl_program * st_new_ati_fs(struct gl_context *ctx, struct ati_fragment_shader *curProg) { struct gl_program *prog = ctx->Driver.NewProgram(ctx, GL_FRAGMENT_PROGRAM_ARB, curProg->Id); struct st_fragment_program *stfp = (struct st_fragment_program *)prog; stfp->ati_fs = curProg; return prog; } /** * Plug in the program and shader-related device driver functions. */ 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; functions->NewATIfs = st_new_ati_fs; functions->LinkShader = st_link_shader; }