i965/blorp: Use blorp_address in brw_blorp_surface instead of bo+offset
[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 update_fp /* update */
156 };
157
158
159
160 /**
161 * Update vertex program state/atom. This involves translating the
162 * Mesa vertex program into a gallium fragment program and binding it.
163 */
164 static void
165 update_vp( struct st_context *st )
166 {
167 struct st_vertex_program *stvp;
168 struct st_vp_variant_key key;
169
170 /* find active shader and params -- Should be covered by
171 * ST_NEW_VERTEX_PROGRAM
172 */
173 assert(st->ctx->VertexProgram._Current);
174 stvp = st_vertex_program(st->ctx->VertexProgram._Current);
175 assert(stvp->Base.Base.Target == GL_VERTEX_PROGRAM_ARB);
176
177 memset(&key, 0, sizeof key);
178 key.st = st->has_shareable_shaders ? NULL : st;
179
180 /* When this is true, we will add an extra input to the vertex
181 * shader translation (for edgeflags), an extra output with
182 * edgeflag semantics, and extend the vertex shader to pass through
183 * the input to the output. We'll need to use similar logic to set
184 * up the extra vertex_element input for edgeflags.
185 */
186 key.passthrough_edgeflags = st->vertdata_edgeflags;
187
188 key.clamp_color = st->clamp_vert_color_in_shader &&
189 st->ctx->Light._ClampVertexColor &&
190 (stvp->Base.Base.OutputsWritten &
191 (VARYING_SLOT_COL0 |
192 VARYING_SLOT_COL1 |
193 VARYING_SLOT_BFC0 |
194 VARYING_SLOT_BFC1));
195
196 st->vp_variant = st_get_vp_variant(st, stvp, &key);
197
198 st_reference_vertprog(st, &st->vp, stvp);
199
200 cso_set_vertex_shader_handle(st->cso_context,
201 st->vp_variant->driver_shader);
202
203 st->vertex_result_to_slot = stvp->result_to_output;
204 }
205
206
207 const struct st_tracked_state st_update_vp = {
208 update_vp /* update */
209 };
210
211
212
213 static void
214 update_gp( struct st_context *st )
215 {
216 struct st_geometry_program *stgp;
217
218 if (!st->ctx->GeometryProgram._Current) {
219 cso_set_geometry_shader_handle(st->cso_context, NULL);
220 st_reference_geomprog(st, &st->gp, NULL);
221 return;
222 }
223
224 stgp = st_geometry_program(st->ctx->GeometryProgram._Current);
225 assert(stgp->Base.Base.Target == GL_GEOMETRY_PROGRAM_NV);
226
227 st->gp_variant = st_get_basic_variant(st, PIPE_SHADER_GEOMETRY,
228 &stgp->tgsi, &stgp->variants);
229
230 st_reference_geomprog(st, &st->gp, stgp);
231
232 cso_set_geometry_shader_handle(st->cso_context,
233 st->gp_variant->driver_shader);
234 }
235
236 const struct st_tracked_state st_update_gp = {
237 update_gp /* update */
238 };
239
240
241
242 static void
243 update_tcp( struct st_context *st )
244 {
245 struct st_tessctrl_program *sttcp;
246
247 if (!st->ctx->TessCtrlProgram._Current) {
248 cso_set_tessctrl_shader_handle(st->cso_context, NULL);
249 st_reference_tesscprog(st, &st->tcp, NULL);
250 return;
251 }
252
253 sttcp = st_tessctrl_program(st->ctx->TessCtrlProgram._Current);
254 assert(sttcp->Base.Base.Target == GL_TESS_CONTROL_PROGRAM_NV);
255
256 st->tcp_variant = st_get_basic_variant(st, PIPE_SHADER_TESS_CTRL,
257 &sttcp->tgsi, &sttcp->variants);
258
259 st_reference_tesscprog(st, &st->tcp, sttcp);
260
261 cso_set_tessctrl_shader_handle(st->cso_context,
262 st->tcp_variant->driver_shader);
263 }
264
265 const struct st_tracked_state st_update_tcp = {
266 update_tcp /* update */
267 };
268
269
270
271 static void
272 update_tep( struct st_context *st )
273 {
274 struct st_tesseval_program *sttep;
275
276 if (!st->ctx->TessEvalProgram._Current) {
277 cso_set_tesseval_shader_handle(st->cso_context, NULL);
278 st_reference_tesseprog(st, &st->tep, NULL);
279 return;
280 }
281
282 sttep = st_tesseval_program(st->ctx->TessEvalProgram._Current);
283 assert(sttep->Base.Base.Target == GL_TESS_EVALUATION_PROGRAM_NV);
284
285 st->tep_variant = st_get_basic_variant(st, PIPE_SHADER_TESS_EVAL,
286 &sttep->tgsi, &sttep->variants);
287
288 st_reference_tesseprog(st, &st->tep, sttep);
289
290 cso_set_tesseval_shader_handle(st->cso_context,
291 st->tep_variant->driver_shader);
292 }
293
294 const struct st_tracked_state st_update_tep = {
295 update_tep /* update */
296 };
297
298
299
300 static void
301 update_cp( struct st_context *st )
302 {
303 struct st_compute_program *stcp;
304
305 if (!st->ctx->ComputeProgram._Current) {
306 cso_set_compute_shader_handle(st->cso_context, NULL);
307 st_reference_compprog(st, &st->cp, NULL);
308 return;
309 }
310
311 stcp = st_compute_program(st->ctx->ComputeProgram._Current);
312 assert(stcp->Base.Base.Target == GL_COMPUTE_PROGRAM_NV);
313
314 st->cp_variant = st_get_cp_variant(st, &stcp->tgsi, &stcp->variants);
315
316 st_reference_compprog(st, &st->cp, stcp);
317
318 cso_set_compute_shader_handle(st->cso_context,
319 st->cp_variant->driver_shader);
320 }
321
322 const struct st_tracked_state st_update_cp = {
323 update_cp /* update */
324 };