1 /**************************************************************************
3 * Copyright 2003 VMware, Inc.
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:
14 * The above copyright notice and this permission notice (including the
15 * next paragraph) shall be included in all copies or substantial portions
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.
26 **************************************************************************/
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.
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"
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"
51 #include "st_context.h"
53 #include "st_program.h"
54 #include "st_texture.h"
57 /** Compress the fog function enums into a 2-bit value */
59 translate_fog_mode(GLenum mode
)
62 case GL_LINEAR
: return 1;
63 case GL_EXP
: return 2;
64 case GL_EXP2
: return 3;
71 get_texture_target(struct gl_context
*ctx
, const unsigned unit
)
73 struct gl_texture_object
*texObj
= _mesa_get_tex_unit(ctx
, unit
)->_Current
;
74 gl_texture_index index
;
77 index
= _mesa_tex_target_to_index(ctx
, texObj
->Target
);
79 /* fallback for missing texture */
80 index
= TEXTURE_2D_INDEX
;
83 /* Map mesa texture target to TGSI texture target.
84 * Copied from st_mesa_to_tgsi.c, the shadow part is omitted */
86 case TEXTURE_2D_MULTISAMPLE_INDEX
: return TGSI_TEXTURE_2D_MSAA
;
87 case TEXTURE_2D_MULTISAMPLE_ARRAY_INDEX
: return TGSI_TEXTURE_2D_ARRAY_MSAA
;
88 case TEXTURE_BUFFER_INDEX
: return TGSI_TEXTURE_BUFFER
;
89 case TEXTURE_1D_INDEX
: return TGSI_TEXTURE_1D
;
90 case TEXTURE_2D_INDEX
: return TGSI_TEXTURE_2D
;
91 case TEXTURE_3D_INDEX
: return TGSI_TEXTURE_3D
;
92 case TEXTURE_CUBE_INDEX
: return TGSI_TEXTURE_CUBE
;
93 case TEXTURE_CUBE_ARRAY_INDEX
: return TGSI_TEXTURE_CUBE_ARRAY
;
94 case TEXTURE_RECT_INDEX
: return TGSI_TEXTURE_RECT
;
95 case TEXTURE_1D_ARRAY_INDEX
: return TGSI_TEXTURE_1D_ARRAY
;
96 case TEXTURE_2D_ARRAY_INDEX
: return TGSI_TEXTURE_2D_ARRAY
;
97 case TEXTURE_EXTERNAL_INDEX
: return TGSI_TEXTURE_2D
;
100 return TGSI_TEXTURE_1D
;
106 * Update fragment program state/atom. This involves translating the
107 * Mesa fragment program into a gallium fragment program and binding it.
110 update_fp( struct st_context
*st
)
112 struct st_fragment_program
*stfp
;
113 struct st_fp_variant_key key
;
115 assert(st
->ctx
->FragmentProgram
._Current
);
116 stfp
= st_fragment_program(st
->ctx
->FragmentProgram
._Current
);
117 assert(stfp
->Base
.Base
.Target
== GL_FRAGMENT_PROGRAM_ARB
);
119 memset(&key
, 0, sizeof(key
));
120 key
.st
= st
->has_shareable_shaders
? NULL
: st
;
122 /* _NEW_FRAG_CLAMP */
123 key
.clamp_color
= st
->clamp_frag_color_in_shader
&&
124 st
->ctx
->Color
._ClampFragmentColor
;
126 /* _NEW_MULTISAMPLE | _NEW_BUFFERS */
127 key
.persample_shading
=
128 st
->force_persample_in_shader
&&
129 _mesa_is_multisample_enabled(st
->ctx
) &&
130 st
->ctx
->Multisample
.SampleShading
&&
131 st
->ctx
->Multisample
.MinSampleShadingValue
*
132 _mesa_geometric_samples(st
->ctx
->DrawBuffer
) > 1;
137 if (st
->ctx
->Fog
.Enabled
) {
138 key
.fog
= translate_fog_mode(st
->ctx
->Fog
.Mode
);
141 for (u
= 0; u
< MAX_NUM_FRAGMENT_REGISTERS_ATI
; u
++) {
142 key
.texture_targets
[u
] = get_texture_target(st
->ctx
, u
);
146 key
.external
= st_get_external_sampler_key(st
, &stfp
->Base
.Base
);
148 st
->fp_variant
= st_get_fp_variant(st
, stfp
, &key
);
150 st_reference_fragprog(st
, &st
->fp
, stfp
);
152 cso_set_fragment_shader_handle(st
->cso_context
,
153 st
->fp_variant
->driver_shader
);
157 const struct st_tracked_state st_update_fp
= {
158 update_fp
/* update */
164 * Update vertex program state/atom. This involves translating the
165 * Mesa vertex program into a gallium fragment program and binding it.
168 update_vp( struct st_context
*st
)
170 struct st_vertex_program
*stvp
;
171 struct st_vp_variant_key key
;
173 /* find active shader and params -- Should be covered by
174 * ST_NEW_VERTEX_PROGRAM
176 assert(st
->ctx
->VertexProgram
._Current
);
177 stvp
= st_vertex_program(st
->ctx
->VertexProgram
._Current
);
178 assert(stvp
->Base
.Target
== GL_VERTEX_PROGRAM_ARB
);
180 memset(&key
, 0, sizeof key
);
181 key
.st
= st
->has_shareable_shaders
? NULL
: st
;
183 /* When this is true, we will add an extra input to the vertex
184 * shader translation (for edgeflags), an extra output with
185 * edgeflag semantics, and extend the vertex shader to pass through
186 * the input to the output. We'll need to use similar logic to set
187 * up the extra vertex_element input for edgeflags.
189 key
.passthrough_edgeflags
= st
->vertdata_edgeflags
;
191 key
.clamp_color
= st
->clamp_vert_color_in_shader
&&
192 st
->ctx
->Light
._ClampVertexColor
&&
193 (stvp
->Base
.OutputsWritten
&
199 st
->vp_variant
= st_get_vp_variant(st
, stvp
, &key
);
201 st_reference_vertprog(st
, &st
->vp
, stvp
);
203 cso_set_vertex_shader_handle(st
->cso_context
,
204 st
->vp_variant
->driver_shader
);
206 st
->vertex_result_to_slot
= stvp
->result_to_output
;
210 const struct st_tracked_state st_update_vp
= {
211 update_vp
/* update */
217 update_gp( struct st_context
*st
)
219 struct st_geometry_program
*stgp
;
221 if (!st
->ctx
->GeometryProgram
._Current
) {
222 cso_set_geometry_shader_handle(st
->cso_context
, NULL
);
223 st_reference_geomprog(st
, &st
->gp
, NULL
);
227 stgp
= st_geometry_program(st
->ctx
->GeometryProgram
._Current
);
228 assert(stgp
->Base
.Target
== GL_GEOMETRY_PROGRAM_NV
);
230 st
->gp_variant
= st_get_basic_variant(st
, PIPE_SHADER_GEOMETRY
,
231 &stgp
->tgsi
, &stgp
->variants
);
233 st_reference_geomprog(st
, &st
->gp
, stgp
);
235 cso_set_geometry_shader_handle(st
->cso_context
,
236 st
->gp_variant
->driver_shader
);
239 const struct st_tracked_state st_update_gp
= {
240 update_gp
/* update */
246 update_tcp( struct st_context
*st
)
248 struct st_tessctrl_program
*sttcp
;
250 if (!st
->ctx
->TessCtrlProgram
._Current
) {
251 cso_set_tessctrl_shader_handle(st
->cso_context
, NULL
);
252 st_reference_tesscprog(st
, &st
->tcp
, NULL
);
256 sttcp
= st_tessctrl_program(st
->ctx
->TessCtrlProgram
._Current
);
257 assert(sttcp
->Base
.Target
== GL_TESS_CONTROL_PROGRAM_NV
);
259 st
->tcp_variant
= st_get_basic_variant(st
, PIPE_SHADER_TESS_CTRL
,
260 &sttcp
->tgsi
, &sttcp
->variants
);
262 st_reference_tesscprog(st
, &st
->tcp
, sttcp
);
264 cso_set_tessctrl_shader_handle(st
->cso_context
,
265 st
->tcp_variant
->driver_shader
);
268 const struct st_tracked_state st_update_tcp
= {
269 update_tcp
/* update */
275 update_tep( struct st_context
*st
)
277 struct st_tesseval_program
*sttep
;
279 if (!st
->ctx
->TessEvalProgram
._Current
) {
280 cso_set_tesseval_shader_handle(st
->cso_context
, NULL
);
281 st_reference_tesseprog(st
, &st
->tep
, NULL
);
285 sttep
= st_tesseval_program(st
->ctx
->TessEvalProgram
._Current
);
286 assert(sttep
->Base
.Target
== GL_TESS_EVALUATION_PROGRAM_NV
);
288 st
->tep_variant
= st_get_basic_variant(st
, PIPE_SHADER_TESS_EVAL
,
289 &sttep
->tgsi
, &sttep
->variants
);
291 st_reference_tesseprog(st
, &st
->tep
, sttep
);
293 cso_set_tesseval_shader_handle(st
->cso_context
,
294 st
->tep_variant
->driver_shader
);
297 const struct st_tracked_state st_update_tep
= {
298 update_tep
/* update */
304 update_cp( struct st_context
*st
)
306 struct st_compute_program
*stcp
;
308 if (!st
->ctx
->ComputeProgram
._Current
) {
309 cso_set_compute_shader_handle(st
->cso_context
, NULL
);
310 st_reference_compprog(st
, &st
->cp
, NULL
);
314 stcp
= st_compute_program(st
->ctx
->ComputeProgram
._Current
);
315 assert(stcp
->Base
.Base
.Target
== GL_COMPUTE_PROGRAM_NV
);
317 st
->cp_variant
= st_get_cp_variant(st
, &stcp
->tgsi
, &stcp
->variants
);
319 st_reference_compprog(st
, &st
->cp
, stcp
);
321 cso_set_compute_shader_handle(st
->cso_context
,
322 st
->cp_variant
->driver_shader
);
325 const struct st_tracked_state st_update_cp
= {
326 update_cp
/* update */