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
;
101 assert(st
->ctx
->FragmentProgram
._Current
);
102 stfp
= st_fragment_program(st
->ctx
->FragmentProgram
._Current
);
103 assert(stfp
->Base
.Target
== GL_FRAGMENT_PROGRAM_ARB
);
107 if (st
->shader_has_one_variant
[MESA_SHADER_FRAGMENT
] &&
108 !stfp
->ati_fs
&& /* ATI_fragment_shader always has multiple variants */
109 !stfp
->Base
.ExternalSamplersUsed
&& /* external samplers need variants */
111 !stfp
->variants
->key
.drawpixels
&&
112 !stfp
->variants
->key
.bitmap
) {
113 shader
= stfp
->variants
->driver_shader
;
115 struct st_fp_variant_key key
;
117 /* use memset, not an initializer to be sure all memory is zeroed */
118 memset(&key
, 0, sizeof(key
));
120 key
.st
= st
->has_shareable_shaders
? NULL
: st
;
122 key
.lower_flatshade
= st
->lower_flatshade
&&
123 st
->ctx
->Light
.ShadeModel
== GL_FLAT
;
126 key
.lower_alpha_func
= COMPARE_FUNC_NEVER
;
127 if (st
->lower_alpha_test
&& _mesa_is_alpha_test_enabled(st
->ctx
))
128 key
.lower_alpha_func
= st
->ctx
->Color
.AlphaFunc
;
130 /* _NEW_FRAG_CLAMP */
131 key
.clamp_color
= st
->clamp_frag_color_in_shader
&&
132 st
->ctx
->Color
._ClampFragmentColor
;
134 /* _NEW_MULTISAMPLE | _NEW_BUFFERS */
135 key
.persample_shading
=
136 st
->force_persample_in_shader
&&
137 _mesa_is_multisample_enabled(st
->ctx
) &&
138 st
->ctx
->Multisample
.SampleShading
&&
139 st
->ctx
->Multisample
.MinSampleShadingValue
*
140 _mesa_geometric_samples(st
->ctx
->DrawBuffer
) > 1;
142 key
.lower_depth_clamp
=
143 st
->clamp_frag_depth_in_shader
&&
144 (st
->ctx
->Transform
.DepthClampNear
||
145 st
->ctx
->Transform
.DepthClampFar
);
148 key
.fog
= st
->ctx
->Fog
._PackedEnabledMode
;
150 for (unsigned u
= 0; u
< MAX_NUM_FRAGMENT_REGISTERS_ATI
; u
++) {
151 key
.texture_targets
[u
] = get_texture_target(st
->ctx
, u
);
155 key
.external
= st_get_external_sampler_key(st
, &stfp
->Base
);
157 shader
= st_get_fp_variant(st
, stfp
, &key
)->driver_shader
;
160 st_reference_fragprog(st
, &st
->fp
, stfp
);
162 cso_set_fragment_shader_handle(st
->cso_context
, shader
);
167 * Update vertex program state/atom. This involves translating the
168 * Mesa vertex program into a gallium fragment program and binding it.
171 st_update_vp( struct st_context
*st
)
173 struct st_vertex_program
*stvp
;
175 /* find active shader and params -- Should be covered by
176 * ST_NEW_VERTEX_PROGRAM
178 assert(st
->ctx
->VertexProgram
._Current
);
179 stvp
= st_vertex_program(st
->ctx
->VertexProgram
._Current
);
180 assert(stvp
->Base
.Target
== GL_VERTEX_PROGRAM_ARB
);
182 if (st
->shader_has_one_variant
[MESA_SHADER_VERTEX
] &&
184 stvp
->variants
->key
.passthrough_edgeflags
== st
->vertdata_edgeflags
) {
185 st
->vp_variant
= stvp
->variants
;
187 struct st_vp_variant_key key
;
189 memset(&key
, 0, sizeof(key
));
191 key
.st
= st
->has_shareable_shaders
? NULL
: st
;
193 /* When this is true, we will add an extra input to the vertex
194 * shader translation (for edgeflags), an extra output with
195 * edgeflag semantics, and extend the vertex shader to pass through
196 * the input to the output. We'll need to use similar logic to set
197 * up the extra vertex_element input for edgeflags.
199 key
.passthrough_edgeflags
= st
->vertdata_edgeflags
;
201 key
.clamp_color
= st
->clamp_vert_color_in_shader
&&
202 st
->ctx
->Light
._ClampVertexColor
&&
203 (stvp
->Base
.info
.outputs_written
&
209 key
.lower_depth_clamp
=
210 !st
->gp
&& !st
->tep
&&
211 st
->clamp_frag_depth_in_shader
&&
212 (st
->ctx
->Transform
.DepthClampNear
||
213 st
->ctx
->Transform
.DepthClampFar
);
215 if (key
.lower_depth_clamp
)
216 key
.clip_negative_one_to_one
=
217 st
->ctx
->Transform
.ClipDepthMode
== GL_NEGATIVE_ONE_TO_ONE
;
219 st
->vp_variant
= st_get_vp_variant(st
, stvp
, &key
);
222 st_reference_vertprog(st
, &st
->vp
, stvp
);
224 cso_set_vertex_shader_handle(st
->cso_context
,
225 st
->vp_variant
->driver_shader
);
230 st_update_common_program(struct st_context
*st
, struct gl_program
*prog
,
231 unsigned pipe_shader
, struct st_common_program
**dst
)
233 struct st_common_program
*stp
;
236 st_reference_prog(st
, dst
, NULL
);
240 stp
= st_common_program(prog
);
241 st_reference_prog(st
, dst
, stp
);
243 if (st
->shader_has_one_variant
[prog
->info
.stage
] && stp
->variants
)
244 return stp
->variants
->driver_shader
;
246 struct st_basic_variant_key key
;
248 /* use memset, not an initializer to be sure all memory is zeroed */
249 memset(&key
, 0, sizeof(key
));
251 key
.st
= st
->has_shareable_shaders
? NULL
: st
;
253 if (pipe_shader
== PIPE_SHADER_GEOMETRY
||
254 pipe_shader
== PIPE_SHADER_TESS_EVAL
) {
255 key
.clamp_color
= st
->clamp_vert_color_in_shader
&&
256 st
->ctx
->Light
._ClampVertexColor
&&
257 (stp
->Base
.info
.outputs_written
&
263 key
.lower_depth_clamp
=
264 (pipe_shader
== PIPE_SHADER_GEOMETRY
|| !st
->gp
) &&
265 st
->clamp_frag_depth_in_shader
&&
266 (st
->ctx
->Transform
.DepthClampNear
||
267 st
->ctx
->Transform
.DepthClampFar
);
269 if (key
.lower_depth_clamp
)
270 key
.clip_negative_one_to_one
=
271 st
->ctx
->Transform
.ClipDepthMode
== GL_NEGATIVE_ONE_TO_ONE
;
275 return st_get_basic_variant(st
, stp
, &key
)->driver_shader
;
280 st_update_gp(struct st_context
*st
)
282 void *shader
= st_update_common_program(st
,
283 st
->ctx
->GeometryProgram
._Current
,
284 PIPE_SHADER_GEOMETRY
, &st
->gp
);
285 cso_set_geometry_shader_handle(st
->cso_context
, shader
);
290 st_update_tcp(struct st_context
*st
)
292 void *shader
= st_update_common_program(st
,
293 st
->ctx
->TessCtrlProgram
._Current
,
294 PIPE_SHADER_TESS_CTRL
, &st
->tcp
);
295 cso_set_tessctrl_shader_handle(st
->cso_context
, shader
);
300 st_update_tep(struct st_context
*st
)
302 void *shader
= st_update_common_program(st
,
303 st
->ctx
->TessEvalProgram
._Current
,
304 PIPE_SHADER_TESS_EVAL
, &st
->tep
);
305 cso_set_tesseval_shader_handle(st
->cso_context
, shader
);
310 st_update_cp(struct st_context
*st
)
312 void *shader
= st_update_common_program(st
,
313 st
->ctx
->ComputeProgram
._Current
,
314 PIPE_SHADER_COMPUTE
, &st
->cp
);
315 cso_set_compute_shader_handle(st
->cso_context
, shader
);