1 /**************************************************************************
3 * Copyright 2003 Tungsten Graphics, Inc., Cedar Park, Texas.
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 TUNGSTEN GRAPHICS 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/macros.h"
41 #include "shader/program.h"
43 #include "pipe/p_context.h"
44 #include "pipe/p_shader_tokens.h"
46 #include "util/u_simple_shaders.h"
48 #include "cso_cache/cso_context.h"
50 #include "st_context.h"
52 #include "st_program.h"
57 * Translate fragment program if needed.
60 translate_fp(struct st_context
*st
,
61 struct st_fragment_program
*stfp
)
63 if (!stfp
->state
.tokens
) {
64 assert(stfp
->Base
.Base
.NumInstructions
> 0);
66 st_translate_fragment_program(st
, stfp
);
73 * Find a translated vertex program that corresponds to stvp and
74 * has outputs matched to stfp's inputs.
75 * This performs vertex and fragment translation (to TGSI) when needed.
77 static struct st_vp_varient
*
78 find_translated_vp(struct st_context
*st
,
79 struct st_vertex_program
*stvp
)
81 struct st_vp_varient
*vpv
;
82 struct st_vp_varient_key key
;
84 /* Nothing in our key yet. This will change:
86 memset(&key
, 0, sizeof key
);
88 /* When this is true, we will add an extra input to the vertex
89 * shader translation (for edgeflags), an extra output with
90 * edgeflag semantics, and extend the vertex shader to pass through
91 * the input to the output. We'll need to use similar logic to set
92 * up the extra vertex_element input for edgeflags.
93 * _NEW_POLYGON, ST_NEW_EDGEFLAGS_DATA
95 key
.passthrough_edgeflags
= (st
->vertdata_edgeflags
&& (
96 st
->ctx
->Polygon
.FrontMode
!= GL_FILL
||
97 st
->ctx
->Polygon
.BackMode
!= GL_FILL
));
100 /* Do we need to throw away old translations after a change in the
103 if (stvp
->serialNo
!= stvp
->lastSerialNo
) {
104 /* These may have changed if the program string changed.
106 st_prepare_vertex_program( st
, stvp
);
108 /* We are now up-to-date:
110 stvp
->lastSerialNo
= stvp
->serialNo
;
113 /* See if we've got a translated vertex program whose outputs match
114 * the fragment program's inputs.
116 for (vpv
= stvp
->varients
; vpv
; vpv
= vpv
->next
) {
117 if (memcmp(&vpv
->key
, &key
, sizeof key
) == 0) {
122 /* No? Perform new translation here. */
124 vpv
= st_translate_vertex_program(st
, stvp
, &key
);
128 vpv
->next
= stvp
->varients
;
129 stvp
->varients
= vpv
;
137 * Return pointer to a pass-through fragment shader.
138 * This shader is used when a texture is missing/incomplete.
141 get_passthrough_fs(struct st_context
*st
)
143 if (!st
->passthrough_fs
) {
145 util_make_fragment_passthrough_shader(st
->pipe
);
148 return st
->passthrough_fs
;
153 * Update fragment program state/atom. This involves translating the
154 * Mesa fragment program into a gallium fragment program and binding it.
157 update_fp( struct st_context
*st
)
159 struct st_fragment_program
*stfp
;
161 assert(st
->ctx
->FragmentProgram
._Current
);
162 stfp
= st_fragment_program(st
->ctx
->FragmentProgram
._Current
);
163 assert(stfp
->Base
.Base
.Target
== GL_FRAGMENT_PROGRAM_ARB
);
165 translate_fp(st
, stfp
);
167 st_reference_fragprog(st
, &st
->fp
, stfp
);
169 if (st
->missing_textures
) {
170 /* use a pass-through frag shader that uses no textures */
171 void *fs
= get_passthrough_fs(st
);
172 cso_set_fragment_shader_handle(st
->cso_context
, fs
);
175 cso_set_fragment_shader_handle(st
->cso_context
, stfp
->driver_shader
);
180 const struct st_tracked_state st_update_fp
= {
181 "st_update_fp", /* name */
184 ST_NEW_FRAGMENT_PROGRAM
/* st */
186 update_fp
/* update */
192 * Update vertex program state/atom. This involves translating the
193 * Mesa vertex program into a gallium fragment program and binding it.
196 update_vp( struct st_context
*st
)
198 struct st_vertex_program
*stvp
;
200 /* find active shader and params -- Should be covered by
201 * ST_NEW_VERTEX_PROGRAM
203 assert(st
->ctx
->VertexProgram
._Current
);
204 stvp
= st_vertex_program(st
->ctx
->VertexProgram
._Current
);
205 assert(stvp
->Base
.Base
.Target
== GL_VERTEX_PROGRAM_ARB
);
207 st
->vp_varient
= find_translated_vp(st
, stvp
);
209 st_reference_vertprog(st
, &st
->vp
, stvp
);
211 cso_set_vertex_shader_handle(st
->cso_context
,
212 st
->vp_varient
->driver_shader
);
214 st
->vertex_result_to_slot
= stvp
->result_to_output
;
218 const struct st_tracked_state st_update_vp
= {
219 "st_update_vp", /* name */
221 _NEW_POLYGON
, /* mesa */
222 ST_NEW_VERTEX_PROGRAM
| ST_NEW_EDGEFLAGS_DATA
/* st */
224 update_vp
/* update */