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/**************************************************************************
*
* 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"
#include "st_texture.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);
}
}
key.external = st_get_external_sampler_key(st, &stfp->Base.Base);
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 = {
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 = {
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);
st_reference_geomprog(st, &st->gp, NULL);
return;
}
stgp = st_geometry_program(st->ctx->GeometryProgram._Current);
assert(stgp->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 = {
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);
st_reference_tesscprog(st, &st->tcp, NULL);
return;
}
sttcp = st_tessctrl_program(st->ctx->TessCtrlProgram._Current);
assert(sttcp->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 = {
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);
st_reference_tesseprog(st, &st->tep, NULL);
return;
}
sttep = st_tesseval_program(st->ctx->TessEvalProgram._Current);
assert(sttep->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 = {
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);
st_reference_compprog(st, &st->cp, 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 = {
update_cp /* update */
};
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