summaryrefslogtreecommitdiffstats
path: root/src/mesa/state_tracker/st_atom_shader.c
blob: ad151edf3bdc2575dacf75b55573babc3795bd6c (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
/**************************************************************************
 * 
 * Copyright 2003 Tungsten Graphics, Inc., Cedar Park, Texas.
 * 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 TUNGSTEN GRAPHICS 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 "shader/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 "st_context.h"
#include "st_atom.h"
#include "st_program.h"



/**
 * Translate fragment program if needed.
 */
static void
translate_fp(struct st_context *st,
             struct st_fragment_program *stfp)
{
   if (!stfp->tgsi.tokens) {
      assert(stfp->Base.Base.NumInstructions > 0);

      st_translate_fragment_program(st, stfp);
   }
}



/**
 * Find a translated vertex program that corresponds to stvp and
 * has outputs matched to stfp's inputs.
 * This performs vertex and fragment translation (to TGSI) when needed.
 */
static struct st_vp_varient *
find_translated_vp(struct st_context *st,
                   struct st_vertex_program *stvp )
{
   struct st_vp_varient *vpv;
   struct st_vp_varient_key key;

   /* Nothing in our key yet.  This will change:
    */
   memset(&key, 0, sizeof key);

   /* 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.
    * _NEW_POLYGON, ST_NEW_EDGEFLAGS_DATA
    */
   key.passthrough_edgeflags = (st->vertdata_edgeflags && (
                                st->ctx->Polygon.FrontMode != GL_FILL ||
                                st->ctx->Polygon.BackMode != GL_FILL));


   /* Do we need to throw away old translations after a change in the
    * GL program string?
    */
   if (stvp->serialNo != stvp->lastSerialNo) {
      /* These may have changed if the program string changed.
       */
      st_prepare_vertex_program( st, stvp );

      /* We are now up-to-date:
       */
      stvp->lastSerialNo = stvp->serialNo;
   }
   
   /* See if we've got a translated vertex program whose outputs match
    * the fragment program's inputs.
    */
   for (vpv = stvp->varients; vpv; vpv = vpv->next) {
      if (memcmp(&vpv->key, &key, sizeof key) == 0) {
         break;
      }
   }

   /* No?  Perform new translation here. */
   if (!vpv) {
      vpv = st_translate_vertex_program(st, stvp, &key);
      if (!vpv)
         return NULL;
      
      vpv->next = stvp->varients;
      stvp->varients = vpv;
   }

   return vpv;
}


/**
 * Return pointer to a pass-through fragment shader.
 * This shader is used when a texture is missing/incomplete.
 */
static void *
get_passthrough_fs(struct st_context *st)
{
   if (!st->passthrough_fs) {
      st->passthrough_fs =
         util_make_fragment_passthrough_shader(st->pipe);
   }

   return st->passthrough_fs;
}


/**
 * 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;

   assert(st->ctx->FragmentProgram._Current);
   stfp = st_fragment_program(st->ctx->FragmentProgram._Current);
   assert(stfp->Base.Base.Target == GL_FRAGMENT_PROGRAM_ARB);

   translate_fp(st, stfp);

   st_reference_fragprog(st, &st->fp, stfp);

   if (st->missing_textures) {
      /* use a pass-through frag shader that uses no textures */
      void *fs = get_passthrough_fs(st);
      cso_set_fragment_shader_handle(st->cso_context, fs);
   }
   else {
      cso_set_fragment_shader_handle(st->cso_context, stfp->driver_shader);
   }
}


const struct st_tracked_state st_update_fp = {
   "st_update_fp",					/* name */
   {							/* dirty */
      0,						/* 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;

   /* 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);

   st->vp_varient = find_translated_vp(st, stvp);

   st_reference_vertprog(st, &st->vp, stvp);

   cso_set_vertex_shader_handle(st->cso_context, 
                                st->vp_varient->driver_shader);

   st->vertex_result_to_slot = stvp->result_to_output;
}


const struct st_tracked_state st_update_vp = {
   "st_update_vp",					/* name */
   {							/* dirty */
      _NEW_POLYGON,					/* mesa */
      ST_NEW_VERTEX_PROGRAM | ST_NEW_EDGEFLAGS_DATA	/* st */
   },
   update_vp					/* update */
};