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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.
*
**************************************************************************/
/*
* Authors:
* Keith Whitwell <keithw@vmware.com>
*/
#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_NEW_VERTEX_PROGRAM;
break;
case GL_FRAGMENT_PROGRAM_ARB:
st->dirty |= ST_NEW_FRAGMENT_PROGRAM;
break;
case GL_GEOMETRY_PROGRAM_NV:
st->dirty |= ST_NEW_GEOMETRY_PROGRAM;
break;
case GL_TESS_CONTROL_PROGRAM_NV:
st->dirty |= ST_NEW_TESSCTRL_PROGRAM;
break;
case GL_TESS_EVALUATION_PROGRAM_NV:
st->dirty |= ST_NEW_TESSEVAL_PROGRAM;
break;
case GL_COMPUTE_PROGRAM_NV:
st->dirty |= 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_NEW_FRAGMENT_PROGRAM;
st->dirty |= ST_NEW_VERTEX_PROGRAM;
st->dirty |= ST_NEW_GEOMETRY_PROGRAM;
st->dirty |= ST_NEW_TESSCTRL_PROGRAM;
st->dirty |= ST_NEW_TESSEVAL_PROGRAM;
st->dirty |= 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_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_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_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_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_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 |= 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_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;
}
|