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/**************************************************************************
*
* Copyright 2007 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.
*
**************************************************************************/
/*
* Authors:
* Keith Whitwell <keith@tungstengraphics.com>
* Brian Paul
*/
#include "shader/prog_parameter.h"
#include "shader/prog_print.h"
#include "tnl/t_vp_build.h"
#include "pipe/p_context.h"
#include "pipe/p_defines.h"
#include "pipe/p_winsys.h"
#include "pipe/tgsi/mesa/mesa_to_tgsi.h"
#include "pipe/tgsi/exec/tgsi_core.h"
#include "st_context.h"
#include "st_atom.h"
#include "st_program.h"
#define TGSI_DEBUG 1
/* translate shader to TGSI format
*/
static void compile_vs( struct st_context *st )
{
struct st_vertex_program *vp = st->vp;
/* XXX: fix static allocation of tokens:
*/
tgsi_mesa_compile_vp_program( &vp->Base, vp->tokens, ST_FP_MAX_TOKENS );
vp->vs.inputs_read
= tgsi_mesa_translate_vertex_input_mask(vp->Base.Base.InputsRead);
vp->vs.outputs_written
= tgsi_mesa_translate_vertex_output_mask(vp->Base.Base.OutputsWritten);
vp->vs.tokens = &vp->tokens[0];
if (TGSI_DEBUG)
tgsi_dump( vp->tokens, 0 );
#if defined(USE_X86_ASM) || defined(SLANG_X86)
tgsi_emit_sse2(
vp->vs.tokens,
&vp->vs.sse2_program );
#endif
vp->dirty = 0;
}
static void update_vs( struct st_context *st )
{
struct st_vertex_program *vp;
/* find active shader and params -- Should be covered by
* ST_NEW_VERTEX_PROGRAM
*/
if (st->ctx->Shader.CurrentProgram &&
st->ctx->Shader.CurrentProgram->LinkStatus &&
st->ctx->Shader.CurrentProgram->VertexProgram) {
struct gl_vertex_program *f
= st->ctx->Shader.CurrentProgram->VertexProgram;
vp = st_vertex_program(f);
}
else {
assert(st->ctx->VertexProgram._Current);
vp = st_vertex_program(st->ctx->VertexProgram._Current);
}
if (st->vp != vp || vp->dirty) {
st->vp = vp;
if (vp->dirty)
compile_vs( st );
#if defined(USE_X86_ASM) || defined(SLANG_X86)
vs.executable = (void *) x86_get_func( &vp->sse2_program );
#endif
st->state.vs = st->vp->vs;
st->pipe->set_vs_state(st->pipe, &st->state.vs);
}
}
const struct st_tracked_state st_update_vs = {
.name = "st_update_vs",
.dirty = {
.mesa = 0,
.st = ST_NEW_VERTEX_PROGRAM,
},
.update = update_vs
};
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