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 "program/program.h"
42 #include "pipe/p_context.h"
43 #include "pipe/p_shader_tokens.h"
44 #include "util/u_simple_shaders.h"
45 #include "cso_cache/cso_context.h"
47 #include "st_context.h"
49 #include "st_program.h"
53 * Return pointer to a pass-through fragment shader.
54 * This shader is used when a texture is missing/incomplete.
57 get_passthrough_fs(struct st_context
*st
)
59 if (!st
->passthrough_fs
) {
61 util_make_fragment_passthrough_shader(st
->pipe
, TGSI_SEMANTIC_COLOR
,
62 TGSI_INTERPOLATE_PERSPECTIVE
,
66 return st
->passthrough_fs
;
71 * Update fragment program state/atom. This involves translating the
72 * Mesa fragment program into a gallium fragment program and binding it.
75 update_fp( struct st_context
*st
)
77 struct st_fragment_program
*stfp
;
78 struct st_fp_variant_key key
;
80 assert(st
->ctx
->FragmentProgram
._Current
);
81 stfp
= st_fragment_program(st
->ctx
->FragmentProgram
._Current
);
82 assert(stfp
->Base
.Base
.Target
== GL_FRAGMENT_PROGRAM_ARB
);
84 memset(&key
, 0, sizeof(key
));
88 key
.clamp_color
= st
->clamp_frag_color_in_shader
&&
89 st
->ctx
->Color
._ClampFragmentColor
;
91 /* Ignore sample qualifier while computing this flag. */
92 key
.persample_shading
=
93 _mesa_get_min_invocations_per_fragment(st
->ctx
, &stfp
->Base
, true) > 1;
95 st
->fp_variant
= st_get_fp_variant(st
, stfp
, &key
);
97 st_reference_fragprog(st
, &st
->fp
, stfp
);
99 if (st
->missing_textures
) {
100 /* use a pass-through frag shader that uses no textures */
101 void *fs
= get_passthrough_fs(st
);
102 cso_set_fragment_shader_handle(st
->cso_context
, fs
);
105 cso_set_fragment_shader_handle(st
->cso_context
,
106 st
->fp_variant
->driver_shader
);
111 const struct st_tracked_state st_update_fp
= {
112 "st_update_fp", /* name */
114 _NEW_BUFFERS
| _NEW_MULTISAMPLE
, /* mesa */
115 ST_NEW_FRAGMENT_PROGRAM
/* st */
117 update_fp
/* update */
123 * Update vertex program state/atom. This involves translating the
124 * Mesa vertex program into a gallium fragment program and binding it.
127 update_vp( struct st_context
*st
)
129 struct st_vertex_program
*stvp
;
130 struct st_vp_variant_key key
;
132 /* find active shader and params -- Should be covered by
133 * ST_NEW_VERTEX_PROGRAM
135 assert(st
->ctx
->VertexProgram
._Current
);
136 stvp
= st_vertex_program(st
->ctx
->VertexProgram
._Current
);
137 assert(stvp
->Base
.Base
.Target
== GL_VERTEX_PROGRAM_ARB
);
139 memset(&key
, 0, sizeof key
);
140 key
.st
= st
; /* variants are per-context */
142 /* When this is true, we will add an extra input to the vertex
143 * shader translation (for edgeflags), an extra output with
144 * edgeflag semantics, and extend the vertex shader to pass through
145 * the input to the output. We'll need to use similar logic to set
146 * up the extra vertex_element input for edgeflags.
148 key
.passthrough_edgeflags
= st
->vertdata_edgeflags
;
150 key
.clamp_color
= st
->clamp_vert_color_in_shader
&&
151 st
->ctx
->Light
._ClampVertexColor
&&
152 (stvp
->Base
.Base
.OutputsWritten
&
158 st
->vp_variant
= st_get_vp_variant(st
, stvp
, &key
);
160 st_reference_vertprog(st
, &st
->vp
, stvp
);
162 cso_set_vertex_shader_handle(st
->cso_context
,
163 st
->vp_variant
->driver_shader
);
165 st
->vertex_result_to_slot
= stvp
->result_to_output
;
169 const struct st_tracked_state st_update_vp
= {
170 "st_update_vp", /* name */
173 ST_NEW_VERTEX_PROGRAM
/* st */
175 update_vp
/* update */
181 update_gp( struct st_context
*st
)
183 struct st_geometry_program
*stgp
;
184 struct st_gp_variant_key key
;
186 if (!st
->ctx
->GeometryProgram
._Current
) {
187 cso_set_geometry_shader_handle(st
->cso_context
, NULL
);
191 stgp
= st_geometry_program(st
->ctx
->GeometryProgram
._Current
);
192 assert(stgp
->Base
.Base
.Target
== GL_GEOMETRY_PROGRAM_NV
);
194 memset(&key
, 0, sizeof(key
));
197 st
->gp_variant
= st_get_gp_variant(st
, stgp
, &key
);
199 st_reference_geomprog(st
, &st
->gp
, stgp
);
201 cso_set_geometry_shader_handle(st
->cso_context
,
202 st
->gp_variant
->driver_shader
);
205 const struct st_tracked_state st_update_gp
= {
206 "st_update_gp", /* name */
209 ST_NEW_GEOMETRY_PROGRAM
/* st */
211 update_gp
/* update */