73768ed12372e3c5c960a47b5f6256a99a3e8ad6
[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 "program/program.h"
41
42 #include "pipe/p_context.h"
43
44 #include "util/u_simple_shaders.h"
45
46 #include "cso_cache/cso_context.h"
47
48 #include "st_context.h"
49 #include "st_atom.h"
50 #include "st_program.h"
51
52
53 /**
54 * Return pointer to a pass-through fragment shader.
55 * This shader is used when a texture is missing/incomplete.
56 */
57 static void *
58 get_passthrough_fs(struct st_context *st)
59 {
60 if (!st->passthrough_fs) {
61 st->passthrough_fs =
62 util_make_fragment_passthrough_shader(st->pipe, TGSI_SEMANTIC_COLOR,
63 TGSI_INTERPOLATE_PERSPECTIVE,
64 TRUE);
65 }
66
67 return st->passthrough_fs;
68 }
69
70
71 /**
72 * Update fragment program state/atom. This involves translating the
73 * Mesa fragment program into a gallium fragment program and binding it.
74 */
75 static void
76 update_fp( struct st_context *st )
77 {
78 struct st_fragment_program *stfp;
79 struct st_fp_variant_key key;
80
81 assert(st->ctx->FragmentProgram._Current);
82 stfp = st_fragment_program(st->ctx->FragmentProgram._Current);
83 assert(stfp->Base.Base.Target == GL_FRAGMENT_PROGRAM_ARB);
84
85 memset(&key, 0, sizeof(key));
86 key.st = st;
87
88 /* _NEW_FRAG_CLAMP */
89 key.clamp_color = st->clamp_frag_color_in_shader &&
90 st->ctx->Color._ClampFragmentColor;
91
92 /* Ignore sample qualifier while computing this flag. */
93 key.persample_shading =
94 _mesa_get_min_invocations_per_fragment(st->ctx, &stfp->Base, true) > 1;
95
96 st->fp_variant = st_get_fp_variant(st, stfp, &key);
97
98 st_reference_fragprog(st, &st->fp, stfp);
99
100 if (st->missing_textures) {
101 /* use a pass-through frag shader that uses no textures */
102 void *fs = get_passthrough_fs(st);
103 cso_set_fragment_shader_handle(st->cso_context, fs);
104 }
105 else {
106 cso_set_fragment_shader_handle(st->cso_context,
107 st->fp_variant->driver_shader);
108 }
109 }
110
111
112 const struct st_tracked_state st_update_fp = {
113 "st_update_fp", /* name */
114 { /* dirty */
115 _NEW_BUFFERS | _NEW_MULTISAMPLE, /* mesa */
116 ST_NEW_FRAGMENT_PROGRAM /* st */
117 },
118 update_fp /* update */
119 };
120
121
122
123 /**
124 * Update vertex program state/atom. This involves translating the
125 * Mesa vertex program into a gallium fragment program and binding it.
126 */
127 static void
128 update_vp( struct st_context *st )
129 {
130 struct st_vertex_program *stvp;
131 struct st_vp_variant_key key;
132
133 /* find active shader and params -- Should be covered by
134 * ST_NEW_VERTEX_PROGRAM
135 */
136 assert(st->ctx->VertexProgram._Current);
137 stvp = st_vertex_program(st->ctx->VertexProgram._Current);
138 assert(stvp->Base.Base.Target == GL_VERTEX_PROGRAM_ARB);
139
140 memset(&key, 0, sizeof key);
141 key.st = st; /* variants are per-context */
142
143 /* When this is true, we will add an extra input to the vertex
144 * shader translation (for edgeflags), an extra output with
145 * edgeflag semantics, and extend the vertex shader to pass through
146 * the input to the output. We'll need to use similar logic to set
147 * up the extra vertex_element input for edgeflags.
148 */
149 key.passthrough_edgeflags = st->vertdata_edgeflags;
150
151 key.clamp_color = st->clamp_vert_color_in_shader &&
152 st->ctx->Light._ClampVertexColor &&
153 (stvp->Base.Base.OutputsWritten &
154 (VARYING_SLOT_COL0 |
155 VARYING_SLOT_COL1 |
156 VARYING_SLOT_BFC0 |
157 VARYING_SLOT_BFC1));
158
159 st->vp_variant = st_get_vp_variant(st, stvp, &key);
160
161 st_reference_vertprog(st, &st->vp, stvp);
162
163 cso_set_vertex_shader_handle(st->cso_context,
164 st->vp_variant->driver_shader);
165
166 st->vertex_result_to_slot = stvp->result_to_output;
167 }
168
169
170 const struct st_tracked_state st_update_vp = {
171 "st_update_vp", /* name */
172 { /* dirty */
173 0, /* mesa */
174 ST_NEW_VERTEX_PROGRAM /* st */
175 },
176 update_vp /* update */
177 };
178
179
180
181 static void
182 update_gp( struct st_context *st )
183 {
184 struct st_geometry_program *stgp;
185 struct st_gp_variant_key key;
186
187 if (!st->ctx->GeometryProgram._Current) {
188 cso_set_geometry_shader_handle(st->cso_context, NULL);
189 return;
190 }
191
192 stgp = st_geometry_program(st->ctx->GeometryProgram._Current);
193 assert(stgp->Base.Base.Target == MESA_GEOMETRY_PROGRAM);
194
195 memset(&key, 0, sizeof(key));
196 key.st = st;
197
198 st->gp_variant = st_get_gp_variant(st, stgp, &key);
199
200 st_reference_geomprog(st, &st->gp, stgp);
201
202 cso_set_geometry_shader_handle(st->cso_context,
203 st->gp_variant->driver_shader);
204 }
205
206 const struct st_tracked_state st_update_gp = {
207 "st_update_gp", /* name */
208 { /* dirty */
209 0, /* mesa */
210 ST_NEW_GEOMETRY_PROGRAM /* st */
211 },
212 update_gp /* update */
213 };