st/mesa: remove st_tracked_state::name
[mesa.git] / src / mesa / state_tracker / st_atom_shader.c
1 /**************************************************************************
2 *
3 * Copyright 2003 VMware, Inc.
4 * All Rights Reserved.
5 *
6 * Permission is hereby granted, free of charge, to any person obtaining a
7 * copy of this software and associated documentation files (the
8 * "Software"), to deal in the Software without restriction, including
9 * without limitation the rights to use, copy, modify, merge, publish,
10 * distribute, sub license, and/or sell copies of the Software, and to
11 * permit persons to whom the Software is furnished to do so, subject to
12 * the following conditions:
13 *
14 * The above copyright notice and this permission notice (including the
15 * next paragraph) shall be included in all copies or substantial portions
16 * of the Software.
17 *
18 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
19 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
20 * MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT.
21 * IN NO EVENT SHALL VMWARE AND/OR ITS SUPPLIERS BE LIABLE FOR
22 * ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
23 * TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
24 * SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
25 *
26 **************************************************************************/
27
28 /**
29 * State validation for vertex/fragment shaders.
30 * Note that we have to delay most vertex/fragment shader translation
31 * until rendering time since the linkage between the vertex outputs and
32 * fragment inputs can vary depending on the pairing of shaders.
33 *
34 * Authors:
35 * Brian Paul
36 */
37
38 #include "main/imports.h"
39 #include "main/mtypes.h"
40 #include "main/framebuffer.h"
41 #include "main/texobj.h"
42 #include "main/texstate.h"
43 #include "program/program.h"
44
45 #include "pipe/p_context.h"
46 #include "pipe/p_shader_tokens.h"
47 #include "util/u_simple_shaders.h"
48 #include "cso_cache/cso_context.h"
49 #include "util/u_debug.h"
50
51 #include "st_context.h"
52 #include "st_atom.h"
53 #include "st_program.h"
54
55
56 /** Compress the fog function enums into a 2-bit value */
57 static GLuint
58 translate_fog_mode(GLenum mode)
59 {
60 switch (mode) {
61 case GL_LINEAR: return 1;
62 case GL_EXP: return 2;
63 case GL_EXP2: return 3;
64 default:
65 return 0;
66 }
67 }
68
69 static unsigned
70 get_texture_target(struct gl_context *ctx, const unsigned unit)
71 {
72 struct gl_texture_object *texObj = _mesa_get_tex_unit(ctx, unit)->_Current;
73 gl_texture_index index;
74
75 if (texObj) {
76 index = _mesa_tex_target_to_index(ctx, texObj->Target);
77 } else {
78 /* fallback for missing texture */
79 index = TEXTURE_2D_INDEX;
80 }
81
82 /* Map mesa texture target to TGSI texture target.
83 * Copied from st_mesa_to_tgsi.c, the shadow part is omitted */
84 switch(index) {
85 case TEXTURE_2D_MULTISAMPLE_INDEX: return TGSI_TEXTURE_2D_MSAA;
86 case TEXTURE_2D_MULTISAMPLE_ARRAY_INDEX: return TGSI_TEXTURE_2D_ARRAY_MSAA;
87 case TEXTURE_BUFFER_INDEX: return TGSI_TEXTURE_BUFFER;
88 case TEXTURE_1D_INDEX: return TGSI_TEXTURE_1D;
89 case TEXTURE_2D_INDEX: return TGSI_TEXTURE_2D;
90 case TEXTURE_3D_INDEX: return TGSI_TEXTURE_3D;
91 case TEXTURE_CUBE_INDEX: return TGSI_TEXTURE_CUBE;
92 case TEXTURE_CUBE_ARRAY_INDEX: return TGSI_TEXTURE_CUBE_ARRAY;
93 case TEXTURE_RECT_INDEX: return TGSI_TEXTURE_RECT;
94 case TEXTURE_1D_ARRAY_INDEX: return TGSI_TEXTURE_1D_ARRAY;
95 case TEXTURE_2D_ARRAY_INDEX: return TGSI_TEXTURE_2D_ARRAY;
96 case TEXTURE_EXTERNAL_INDEX: return TGSI_TEXTURE_2D;
97 default:
98 debug_assert(0);
99 return TGSI_TEXTURE_1D;
100 }
101 }
102
103
104 /**
105 * Update fragment program state/atom. This involves translating the
106 * Mesa fragment program into a gallium fragment program and binding it.
107 */
108 static void
109 update_fp( struct st_context *st )
110 {
111 struct st_fragment_program *stfp;
112 struct st_fp_variant_key key;
113
114 assert(st->ctx->FragmentProgram._Current);
115 stfp = st_fragment_program(st->ctx->FragmentProgram._Current);
116 assert(stfp->Base.Base.Target == GL_FRAGMENT_PROGRAM_ARB);
117
118 memset(&key, 0, sizeof(key));
119 key.st = st->has_shareable_shaders ? NULL : st;
120
121 /* _NEW_FRAG_CLAMP */
122 key.clamp_color = st->clamp_frag_color_in_shader &&
123 st->ctx->Color._ClampFragmentColor;
124
125 /* _NEW_MULTISAMPLE | _NEW_BUFFERS */
126 key.persample_shading =
127 st->force_persample_in_shader &&
128 _mesa_is_multisample_enabled(st->ctx) &&
129 st->ctx->Multisample.SampleShading &&
130 st->ctx->Multisample.MinSampleShadingValue *
131 _mesa_geometric_samples(st->ctx->DrawBuffer) > 1;
132
133 if (stfp->ati_fs) {
134 unsigned u;
135
136 if (st->ctx->Fog.Enabled) {
137 key.fog = translate_fog_mode(st->ctx->Fog.Mode);
138 }
139
140 for (u = 0; u < MAX_NUM_FRAGMENT_REGISTERS_ATI; u++) {
141 key.texture_targets[u] = get_texture_target(st->ctx, u);
142 }
143 }
144
145 st->fp_variant = st_get_fp_variant(st, stfp, &key);
146
147 st_reference_fragprog(st, &st->fp, stfp);
148
149 cso_set_fragment_shader_handle(st->cso_context,
150 st->fp_variant->driver_shader);
151 }
152
153
154 const struct st_tracked_state st_update_fp = {
155 { /* dirty */
156 _NEW_BUFFERS | _NEW_MULTISAMPLE | _NEW_FOG, /* mesa */
157 ST_NEW_FRAGMENT_PROGRAM /* st */
158 },
159 update_fp /* update */
160 };
161
162
163
164 /**
165 * Update vertex program state/atom. This involves translating the
166 * Mesa vertex program into a gallium fragment program and binding it.
167 */
168 static void
169 update_vp( struct st_context *st )
170 {
171 struct st_vertex_program *stvp;
172 struct st_vp_variant_key key;
173
174 /* find active shader and params -- Should be covered by
175 * ST_NEW_VERTEX_PROGRAM
176 */
177 assert(st->ctx->VertexProgram._Current);
178 stvp = st_vertex_program(st->ctx->VertexProgram._Current);
179 assert(stvp->Base.Base.Target == GL_VERTEX_PROGRAM_ARB);
180
181 memset(&key, 0, sizeof key);
182 key.st = st->has_shareable_shaders ? NULL : st;
183
184 /* When this is true, we will add an extra input to the vertex
185 * shader translation (for edgeflags), an extra output with
186 * edgeflag semantics, and extend the vertex shader to pass through
187 * the input to the output. We'll need to use similar logic to set
188 * up the extra vertex_element input for edgeflags.
189 */
190 key.passthrough_edgeflags = st->vertdata_edgeflags;
191
192 key.clamp_color = st->clamp_vert_color_in_shader &&
193 st->ctx->Light._ClampVertexColor &&
194 (stvp->Base.Base.OutputsWritten &
195 (VARYING_SLOT_COL0 |
196 VARYING_SLOT_COL1 |
197 VARYING_SLOT_BFC0 |
198 VARYING_SLOT_BFC1));
199
200 st->vp_variant = st_get_vp_variant(st, stvp, &key);
201
202 st_reference_vertprog(st, &st->vp, stvp);
203
204 cso_set_vertex_shader_handle(st->cso_context,
205 st->vp_variant->driver_shader);
206
207 st->vertex_result_to_slot = stvp->result_to_output;
208 }
209
210
211 const struct st_tracked_state st_update_vp = {
212 { /* dirty */
213 0, /* mesa */
214 ST_NEW_VERTEX_PROGRAM /* st */
215 },
216 update_vp /* update */
217 };
218
219
220
221 static void
222 update_gp( struct st_context *st )
223 {
224 struct st_geometry_program *stgp;
225
226 if (!st->ctx->GeometryProgram._Current) {
227 cso_set_geometry_shader_handle(st->cso_context, NULL);
228 return;
229 }
230
231 stgp = st_geometry_program(st->ctx->GeometryProgram._Current);
232 assert(stgp->Base.Base.Target == GL_GEOMETRY_PROGRAM_NV);
233
234 st->gp_variant = st_get_basic_variant(st, PIPE_SHADER_GEOMETRY,
235 &stgp->tgsi, &stgp->variants);
236
237 st_reference_geomprog(st, &st->gp, stgp);
238
239 cso_set_geometry_shader_handle(st->cso_context,
240 st->gp_variant->driver_shader);
241 }
242
243 const struct st_tracked_state st_update_gp = {
244 { /* dirty */
245 0, /* mesa */
246 ST_NEW_GEOMETRY_PROGRAM /* st */
247 },
248 update_gp /* update */
249 };
250
251
252
253 static void
254 update_tcp( struct st_context *st )
255 {
256 struct st_tessctrl_program *sttcp;
257
258 if (!st->ctx->TessCtrlProgram._Current) {
259 cso_set_tessctrl_shader_handle(st->cso_context, NULL);
260 return;
261 }
262
263 sttcp = st_tessctrl_program(st->ctx->TessCtrlProgram._Current);
264 assert(sttcp->Base.Base.Target == GL_TESS_CONTROL_PROGRAM_NV);
265
266 st->tcp_variant = st_get_basic_variant(st, PIPE_SHADER_TESS_CTRL,
267 &sttcp->tgsi, &sttcp->variants);
268
269 st_reference_tesscprog(st, &st->tcp, sttcp);
270
271 cso_set_tessctrl_shader_handle(st->cso_context,
272 st->tcp_variant->driver_shader);
273 }
274
275 const struct st_tracked_state st_update_tcp = {
276 { /* dirty */
277 0, /* mesa */
278 ST_NEW_TESSCTRL_PROGRAM /* st */
279 },
280 update_tcp /* update */
281 };
282
283
284
285 static void
286 update_tep( struct st_context *st )
287 {
288 struct st_tesseval_program *sttep;
289
290 if (!st->ctx->TessEvalProgram._Current) {
291 cso_set_tesseval_shader_handle(st->cso_context, NULL);
292 return;
293 }
294
295 sttep = st_tesseval_program(st->ctx->TessEvalProgram._Current);
296 assert(sttep->Base.Base.Target == GL_TESS_EVALUATION_PROGRAM_NV);
297
298 st->tep_variant = st_get_basic_variant(st, PIPE_SHADER_TESS_EVAL,
299 &sttep->tgsi, &sttep->variants);
300
301 st_reference_tesseprog(st, &st->tep, sttep);
302
303 cso_set_tesseval_shader_handle(st->cso_context,
304 st->tep_variant->driver_shader);
305 }
306
307 const struct st_tracked_state st_update_tep = {
308 { /* dirty */
309 0, /* mesa */
310 ST_NEW_TESSEVAL_PROGRAM /* st */
311 },
312 update_tep /* update */
313 };
314
315
316
317 static void
318 update_cp( struct st_context *st )
319 {
320 struct st_compute_program *stcp;
321
322 if (!st->ctx->ComputeProgram._Current) {
323 cso_set_compute_shader_handle(st->cso_context, NULL);
324 return;
325 }
326
327 stcp = st_compute_program(st->ctx->ComputeProgram._Current);
328 assert(stcp->Base.Base.Target == GL_COMPUTE_PROGRAM_NV);
329
330 st->cp_variant = st_get_cp_variant(st, &stcp->tgsi, &stcp->variants);
331
332 st_reference_compprog(st, &st->cp, stcp);
333
334 cso_set_compute_shader_handle(st->cso_context,
335 st->cp_variant->driver_shader);
336 }
337
338 const struct st_tracked_state st_update_cp = {
339 { /* dirty */
340 0, /* mesa */
341 ST_NEW_COMPUTE_PROGRAM /* st */
342 },
343 update_cp /* update */
344 };