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 "program/program.h"
42 #include "pipe/p_context.h"
43 #include "pipe/p_shader_tokens.h"
45 #include "util/u_simple_shaders.h"
47 #include "cso_cache/cso_context.h"
49 #include "st_context.h"
51 #include "st_program.h"
56 * Translate fragment program if needed.
59 translate_fp(struct st_context
*st
,
60 struct st_fragment_program
*stfp
)
62 if (!stfp
->tgsi
.tokens
) {
63 assert(stfp
->Base
.Base
.NumInstructions
> 0);
65 st_translate_fragment_program(st
, stfp
);
72 * Find a translated vertex program that corresponds to stvp and
73 * has outputs matched to stfp's inputs.
74 * This performs vertex and fragment translation (to TGSI) when needed.
76 static struct st_vp_varient
*
77 find_translated_vp(struct st_context
*st
,
78 struct st_vertex_program
*stvp
)
80 struct st_vp_varient
*vpv
;
81 struct st_vp_varient_key key
;
83 /* Nothing in our key yet. This will change:
85 memset(&key
, 0, sizeof key
);
87 /* When this is true, we will add an extra input to the vertex
88 * shader translation (for edgeflags), an extra output with
89 * edgeflag semantics, and extend the vertex shader to pass through
90 * the input to the output. We'll need to use similar logic to set
91 * up the extra vertex_element input for edgeflags.
92 * _NEW_POLYGON, ST_NEW_EDGEFLAGS_DATA
94 key
.passthrough_edgeflags
= (st
->vertdata_edgeflags
&& (
95 st
->ctx
->Polygon
.FrontMode
!= GL_FILL
||
96 st
->ctx
->Polygon
.BackMode
!= GL_FILL
));
99 /* Do we need to throw away old translations after a change in the
102 if (stvp
->serialNo
!= stvp
->lastSerialNo
) {
103 /* These may have changed if the program string changed.
105 st_prepare_vertex_program( st
, stvp
);
107 /* We are now up-to-date:
109 stvp
->lastSerialNo
= stvp
->serialNo
;
112 /* See if we've got a translated vertex program whose outputs match
113 * the fragment program's inputs.
115 for (vpv
= stvp
->varients
; vpv
; vpv
= vpv
->next
) {
116 if (memcmp(&vpv
->key
, &key
, sizeof key
) == 0) {
121 /* No? Perform new translation here. */
123 vpv
= st_translate_vertex_program(st
, stvp
, &key
);
127 vpv
->next
= stvp
->varients
;
128 stvp
->varients
= vpv
;
136 * Return pointer to a pass-through fragment shader.
137 * This shader is used when a texture is missing/incomplete.
140 get_passthrough_fs(struct st_context
*st
)
142 if (!st
->passthrough_fs
) {
144 util_make_fragment_passthrough_shader(st
->pipe
);
147 return st
->passthrough_fs
;
152 * Update fragment program state/atom. This involves translating the
153 * Mesa fragment program into a gallium fragment program and binding it.
156 update_fp( struct st_context
*st
)
158 struct st_fragment_program
*stfp
;
160 assert(st
->ctx
->FragmentProgram
._Current
);
161 stfp
= st_fragment_program(st
->ctx
->FragmentProgram
._Current
);
162 assert(stfp
->Base
.Base
.Target
== GL_FRAGMENT_PROGRAM_ARB
);
164 translate_fp(st
, stfp
);
166 st_reference_fragprog(st
, &st
->fp
, stfp
);
168 if (st
->missing_textures
) {
169 /* use a pass-through frag shader that uses no textures */
170 void *fs
= get_passthrough_fs(st
);
171 cso_set_fragment_shader_handle(st
->cso_context
, fs
);
174 cso_set_fragment_shader_handle(st
->cso_context
, stfp
->driver_shader
);
179 const struct st_tracked_state st_update_fp
= {
180 "st_update_fp", /* name */
183 ST_NEW_FRAGMENT_PROGRAM
/* st */
185 update_fp
/* update */
191 * Update vertex program state/atom. This involves translating the
192 * Mesa vertex program into a gallium fragment program and binding it.
195 update_vp( struct st_context
*st
)
197 struct st_vertex_program
*stvp
;
199 /* find active shader and params -- Should be covered by
200 * ST_NEW_VERTEX_PROGRAM
202 assert(st
->ctx
->VertexProgram
._Current
);
203 stvp
= st_vertex_program(st
->ctx
->VertexProgram
._Current
);
204 assert(stvp
->Base
.Base
.Target
== GL_VERTEX_PROGRAM_ARB
);
206 st
->vp_varient
= find_translated_vp(st
, stvp
);
208 st_reference_vertprog(st
, &st
->vp
, stvp
);
210 cso_set_vertex_shader_handle(st
->cso_context
,
211 st
->vp_varient
->driver_shader
);
213 st
->vertex_result_to_slot
= stvp
->result_to_output
;
217 const struct st_tracked_state st_update_vp
= {
218 "st_update_vp", /* name */
220 _NEW_POLYGON
, /* mesa */
221 ST_NEW_VERTEX_PROGRAM
| ST_NEW_EDGEFLAGS_DATA
/* st */
223 update_vp
/* update */