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"
58 get_texture_target(struct gl_context
*ctx
, const unsigned unit
)
60 struct gl_texture_object
*texObj
= _mesa_get_tex_unit(ctx
, unit
)->_Current
;
61 gl_texture_index index
;
64 index
= _mesa_tex_target_to_index(ctx
, texObj
->Target
);
66 /* fallback for missing texture */
67 index
= TEXTURE_2D_INDEX
;
70 /* Map mesa texture target to TGSI texture target.
71 * Copied from st_mesa_to_tgsi.c, the shadow part is omitted */
73 case TEXTURE_2D_MULTISAMPLE_INDEX
: return TGSI_TEXTURE_2D_MSAA
;
74 case TEXTURE_2D_MULTISAMPLE_ARRAY_INDEX
: return TGSI_TEXTURE_2D_ARRAY_MSAA
;
75 case TEXTURE_BUFFER_INDEX
: return TGSI_TEXTURE_BUFFER
;
76 case TEXTURE_1D_INDEX
: return TGSI_TEXTURE_1D
;
77 case TEXTURE_2D_INDEX
: return TGSI_TEXTURE_2D
;
78 case TEXTURE_3D_INDEX
: return TGSI_TEXTURE_3D
;
79 case TEXTURE_CUBE_INDEX
: return TGSI_TEXTURE_CUBE
;
80 case TEXTURE_CUBE_ARRAY_INDEX
: return TGSI_TEXTURE_CUBE_ARRAY
;
81 case TEXTURE_RECT_INDEX
: return TGSI_TEXTURE_RECT
;
82 case TEXTURE_1D_ARRAY_INDEX
: return TGSI_TEXTURE_1D_ARRAY
;
83 case TEXTURE_2D_ARRAY_INDEX
: return TGSI_TEXTURE_2D_ARRAY
;
84 case TEXTURE_EXTERNAL_INDEX
: return TGSI_TEXTURE_2D
;
87 return TGSI_TEXTURE_1D
;
93 * Update fragment program state/atom. This involves translating the
94 * Mesa fragment program into a gallium fragment program and binding it.
97 st_update_fp( struct st_context
*st
)
99 struct st_fragment_program
*stfp
;
100 struct st_fp_variant_key key
;
102 assert(st
->ctx
->FragmentProgram
._Current
);
103 stfp
= st_fragment_program(st
->ctx
->FragmentProgram
._Current
);
104 assert(stfp
->Base
.Target
== GL_FRAGMENT_PROGRAM_ARB
);
108 if (st
->shader_has_one_variant
[MESA_SHADER_FRAGMENT
] &&
109 !stfp
->ati_fs
&& /* ATI_fragment_shader always has multiple variants */
110 !stfp
->Base
.ExternalSamplersUsed
&& /* external samplers need variants */
112 shader
= stfp
->variants
->driver_shader
;
114 memset(&key
, 0, sizeof(key
));
115 key
.st
= st
->has_shareable_shaders
? NULL
: st
;
117 /* _NEW_FRAG_CLAMP */
118 key
.clamp_color
= st
->clamp_frag_color_in_shader
&&
119 st
->ctx
->Color
._ClampFragmentColor
;
121 /* _NEW_MULTISAMPLE | _NEW_BUFFERS */
122 key
.persample_shading
=
123 st
->force_persample_in_shader
&&
124 _mesa_is_multisample_enabled(st
->ctx
) &&
125 st
->ctx
->Multisample
.SampleShading
&&
126 st
->ctx
->Multisample
.MinSampleShadingValue
*
127 _mesa_geometric_samples(st
->ctx
->DrawBuffer
) > 1;
130 key
.fog
= st
->ctx
->Fog
._PackedEnabledMode
;
132 for (unsigned u
= 0; u
< MAX_NUM_FRAGMENT_REGISTERS_ATI
; u
++) {
133 key
.texture_targets
[u
] = get_texture_target(st
->ctx
, u
);
137 key
.external
= st_get_external_sampler_key(st
, &stfp
->Base
);
139 shader
= st_get_fp_variant(st
, stfp
, &key
)->driver_shader
;
142 st_reference_fragprog(st
, &st
->fp
, stfp
);
144 cso_set_fragment_shader_handle(st
->cso_context
, shader
);
149 * Update vertex program state/atom. This involves translating the
150 * Mesa vertex program into a gallium fragment program and binding it.
153 st_update_vp( struct st_context
*st
)
155 struct st_vertex_program
*stvp
;
156 struct st_vp_variant_key key
;
158 /* find active shader and params -- Should be covered by
159 * ST_NEW_VERTEX_PROGRAM
161 assert(st
->ctx
->VertexProgram
._Current
);
162 stvp
= st_vertex_program(st
->ctx
->VertexProgram
._Current
);
163 assert(stvp
->Base
.Target
== GL_VERTEX_PROGRAM_ARB
);
165 if (st
->shader_has_one_variant
[MESA_SHADER_VERTEX
] &&
167 stvp
->variants
->key
.passthrough_edgeflags
== st
->vertdata_edgeflags
) {
168 st
->vp_variant
= stvp
->variants
;
170 memset(&key
, 0, sizeof key
);
171 key
.st
= st
->has_shareable_shaders
? NULL
: st
;
173 /* When this is true, we will add an extra input to the vertex
174 * shader translation (for edgeflags), an extra output with
175 * edgeflag semantics, and extend the vertex shader to pass through
176 * the input to the output. We'll need to use similar logic to set
177 * up the extra vertex_element input for edgeflags.
179 key
.passthrough_edgeflags
= st
->vertdata_edgeflags
;
181 key
.clamp_color
= st
->clamp_vert_color_in_shader
&&
182 st
->ctx
->Light
._ClampVertexColor
&&
183 (stvp
->Base
.info
.outputs_written
&
189 st
->vp_variant
= st_get_vp_variant(st
, stvp
, &key
);
192 st_reference_vertprog(st
, &st
->vp
, stvp
);
194 cso_set_vertex_shader_handle(st
->cso_context
,
195 st
->vp_variant
->driver_shader
);
200 st_update_gp( struct st_context
*st
)
202 struct st_common_program
*stgp
;
204 if (!st
->ctx
->GeometryProgram
._Current
) {
205 cso_set_geometry_shader_handle(st
->cso_context
, NULL
);
206 st_reference_prog(st
, &st
->gp
, NULL
);
210 stgp
= st_common_program(st
->ctx
->GeometryProgram
._Current
);
211 assert(stgp
->Base
.Target
== GL_GEOMETRY_PROGRAM_NV
);
215 if (st
->shader_has_one_variant
[MESA_SHADER_GEOMETRY
] && stgp
->variants
) {
216 shader
= stgp
->variants
->driver_shader
;
218 shader
= st_get_basic_variant(st
, PIPE_SHADER_GEOMETRY
, &stgp
->tgsi
,
219 &stgp
->variants
)->driver_shader
;
222 st_reference_prog(st
, &st
->gp
, stgp
);
224 cso_set_geometry_shader_handle(st
->cso_context
, shader
);
229 st_update_tcp( struct st_context
*st
)
231 struct st_common_program
*sttcp
;
233 if (!st
->ctx
->TessCtrlProgram
._Current
) {
234 cso_set_tessctrl_shader_handle(st
->cso_context
, NULL
);
235 st_reference_prog(st
, &st
->tcp
, NULL
);
239 sttcp
= st_common_program(st
->ctx
->TessCtrlProgram
._Current
);
240 assert(sttcp
->Base
.Target
== GL_TESS_CONTROL_PROGRAM_NV
);
244 if (st
->shader_has_one_variant
[MESA_SHADER_TESS_CTRL
] && sttcp
->variants
) {
245 shader
= sttcp
->variants
->driver_shader
;
247 shader
= st_get_basic_variant(st
, PIPE_SHADER_TESS_CTRL
, &sttcp
->tgsi
,
248 &sttcp
->variants
)->driver_shader
;
251 st_reference_prog(st
, &st
->tcp
, sttcp
);
253 cso_set_tessctrl_shader_handle(st
->cso_context
, shader
);
258 st_update_tep( struct st_context
*st
)
260 struct st_common_program
*sttep
;
262 if (!st
->ctx
->TessEvalProgram
._Current
) {
263 cso_set_tesseval_shader_handle(st
->cso_context
, NULL
);
264 st_reference_prog(st
, &st
->tep
, NULL
);
268 sttep
= st_common_program(st
->ctx
->TessEvalProgram
._Current
);
269 assert(sttep
->Base
.Target
== GL_TESS_EVALUATION_PROGRAM_NV
);
273 if (st
->shader_has_one_variant
[MESA_SHADER_TESS_EVAL
] && sttep
->variants
) {
274 shader
= sttep
->variants
->driver_shader
;
276 shader
= st_get_basic_variant(st
, PIPE_SHADER_TESS_EVAL
, &sttep
->tgsi
,
277 &sttep
->variants
)->driver_shader
;
280 st_reference_prog(st
, &st
->tep
, sttep
);
282 cso_set_tesseval_shader_handle(st
->cso_context
, shader
);
287 st_update_cp( struct st_context
*st
)
289 struct st_compute_program
*stcp
;
291 if (!st
->ctx
->ComputeProgram
._Current
) {
292 cso_set_compute_shader_handle(st
->cso_context
, NULL
);
293 st_reference_compprog(st
, &st
->cp
, NULL
);
297 stcp
= st_compute_program(st
->ctx
->ComputeProgram
._Current
);
298 assert(stcp
->Base
.Target
== GL_COMPUTE_PROGRAM_NV
);
302 if (st
->shader_has_one_variant
[MESA_SHADER_COMPUTE
] && stcp
->variants
) {
303 shader
= stcp
->variants
->driver_shader
;
305 shader
= st_get_cp_variant(st
, &stcp
->tgsi
,
306 &stcp
->variants
)->driver_shader
;
309 st_reference_compprog(st
, &st
->cp
, stcp
);
311 cso_set_compute_shader_handle(st
->cso_context
, shader
);