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/**************************************************************************
*
* 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 "main/macros.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"
#include "st_atom_shader.h"
#include "st_mesa_to_tgsi.h"
/*
* Translate fragment program if needed.
*/
static void
translate_fp(struct st_context *st,
struct st_fragment_program *stfp)
{
const GLbitfield fragInputsRead = stfp->Base.Base.InputsRead;
if (!stfp->state.tokens) {
GLuint inAttr, numIn = 0;
for (inAttr = 0; inAttr < FRAG_ATTRIB_MAX; inAttr++) {
if (fragInputsRead & (1 << inAttr)) {
stfp->input_to_slot[inAttr] = numIn;
numIn++;
}
else {
stfp->input_to_slot[inAttr] = -1;
}
}
stfp->num_input_slots = numIn;
assert(stfp->Base.Base.NumInstructions > 1);
st_translate_fragment_program(st, stfp, stfp->input_to_slot);
}
}
/**
* 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);
key.dummy = 0;
/* 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;
}
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;
}
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 */
};
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 */
0, /* mesa */
ST_NEW_VERTEX_PROGRAM /* st */
},
update_vp /* update */
};
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