mesa/formats: add more MESA_FORMAT_LAYOUTs
[mesa.git] / src / mesa / state_tracker / st_atom_shader.c
1 /**************************************************************************
2 *
3 * Copyright 2003 VMware, Inc.
4 * All Rights Reserved.
5 *
6 * Permission is hereby granted, free of charge, to any person obtaining a
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11 * permit persons to whom the Software is furnished to do so, subject to
12 * the following conditions:
13 *
14 * The above copyright notice and this permission notice (including the
15 * next paragraph) shall be included in all copies or substantial portions
16 * of the Software.
17 *
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
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23 * TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
24 * SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
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26 **************************************************************************/
27
28 /**
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.
33 *
34 * Authors:
35 * Brian Paul
36 */
37
38 #include "main/imports.h"
39 #include "main/mtypes.h"
40 #include "program/program.h"
41
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"
46
47 #include "st_context.h"
48 #include "st_atom.h"
49 #include "st_program.h"
50
51
52 /**
53 * Update fragment program state/atom. This involves translating the
54 * Mesa fragment program into a gallium fragment program and binding it.
55 */
56 static void
57 update_fp( struct st_context *st )
58 {
59 struct st_fragment_program *stfp;
60 struct st_fp_variant_key key;
61
62 assert(st->ctx->FragmentProgram._Current);
63 stfp = st_fragment_program(st->ctx->FragmentProgram._Current);
64 assert(stfp->Base.Base.Target == GL_FRAGMENT_PROGRAM_ARB);
65
66 memset(&key, 0, sizeof(key));
67 key.st = st;
68
69 /* _NEW_FRAG_CLAMP */
70 key.clamp_color = st->clamp_frag_color_in_shader &&
71 st->ctx->Color._ClampFragmentColor;
72
73 /* Ignore sample qualifier while computing this flag. */
74 key.persample_shading =
75 _mesa_get_min_invocations_per_fragment(st->ctx, &stfp->Base, true) > 1;
76
77 st->fp_variant = st_get_fp_variant(st, stfp, &key);
78
79 st_reference_fragprog(st, &st->fp, stfp);
80
81 cso_set_fragment_shader_handle(st->cso_context,
82 st->fp_variant->driver_shader);
83 }
84
85
86 const struct st_tracked_state st_update_fp = {
87 "st_update_fp", /* name */
88 { /* dirty */
89 _NEW_BUFFERS | _NEW_MULTISAMPLE, /* mesa */
90 ST_NEW_FRAGMENT_PROGRAM /* st */
91 },
92 update_fp /* update */
93 };
94
95
96
97 /**
98 * Update vertex program state/atom. This involves translating the
99 * Mesa vertex program into a gallium fragment program and binding it.
100 */
101 static void
102 update_vp( struct st_context *st )
103 {
104 struct st_vertex_program *stvp;
105 struct st_vp_variant_key key;
106
107 /* find active shader and params -- Should be covered by
108 * ST_NEW_VERTEX_PROGRAM
109 */
110 assert(st->ctx->VertexProgram._Current);
111 stvp = st_vertex_program(st->ctx->VertexProgram._Current);
112 assert(stvp->Base.Base.Target == GL_VERTEX_PROGRAM_ARB);
113
114 memset(&key, 0, sizeof key);
115 key.st = st; /* variants are per-context */
116
117 /* When this is true, we will add an extra input to the vertex
118 * shader translation (for edgeflags), an extra output with
119 * edgeflag semantics, and extend the vertex shader to pass through
120 * the input to the output. We'll need to use similar logic to set
121 * up the extra vertex_element input for edgeflags.
122 */
123 key.passthrough_edgeflags = st->vertdata_edgeflags;
124
125 key.clamp_color = st->clamp_vert_color_in_shader &&
126 st->ctx->Light._ClampVertexColor &&
127 (stvp->Base.Base.OutputsWritten &
128 (VARYING_SLOT_COL0 |
129 VARYING_SLOT_COL1 |
130 VARYING_SLOT_BFC0 |
131 VARYING_SLOT_BFC1));
132
133 st->vp_variant = st_get_vp_variant(st, stvp, &key);
134
135 st_reference_vertprog(st, &st->vp, stvp);
136
137 cso_set_vertex_shader_handle(st->cso_context,
138 st->vp_variant->driver_shader);
139
140 st->vertex_result_to_slot = stvp->result_to_output;
141 }
142
143
144 const struct st_tracked_state st_update_vp = {
145 "st_update_vp", /* name */
146 { /* dirty */
147 0, /* mesa */
148 ST_NEW_VERTEX_PROGRAM /* st */
149 },
150 update_vp /* update */
151 };
152
153
154
155 static void
156 update_gp( struct st_context *st )
157 {
158 struct st_geometry_program *stgp;
159 struct st_gp_variant_key key;
160
161 if (!st->ctx->GeometryProgram._Current) {
162 cso_set_geometry_shader_handle(st->cso_context, NULL);
163 return;
164 }
165
166 stgp = st_geometry_program(st->ctx->GeometryProgram._Current);
167 assert(stgp->Base.Base.Target == GL_GEOMETRY_PROGRAM_NV);
168
169 memset(&key, 0, sizeof(key));
170 key.st = st;
171
172 st->gp_variant = st_get_gp_variant(st, stgp, &key);
173
174 st_reference_geomprog(st, &st->gp, stgp);
175
176 cso_set_geometry_shader_handle(st->cso_context,
177 st->gp_variant->driver_shader);
178 }
179
180 const struct st_tracked_state st_update_gp = {
181 "st_update_gp", /* name */
182 { /* dirty */
183 0, /* mesa */
184 ST_NEW_GEOMETRY_PROGRAM /* st */
185 },
186 update_gp /* update */
187 };
188
189
190
191 static void
192 update_tcp( struct st_context *st )
193 {
194 struct st_tessctrl_program *sttcp;
195 struct st_tcp_variant_key key;
196
197 if (!st->ctx->TessCtrlProgram._Current) {
198 cso_set_tessctrl_shader_handle(st->cso_context, NULL);
199 return;
200 }
201
202 sttcp = st_tessctrl_program(st->ctx->TessCtrlProgram._Current);
203 assert(sttcp->Base.Base.Target == GL_TESS_CONTROL_PROGRAM_NV);
204
205 memset(&key, 0, sizeof(key));
206 key.st = st;
207
208 st->tcp_variant = st_get_tcp_variant(st, sttcp, &key);
209
210 st_reference_tesscprog(st, &st->tcp, sttcp);
211
212 cso_set_tessctrl_shader_handle(st->cso_context,
213 st->tcp_variant->driver_shader);
214 }
215
216 const struct st_tracked_state st_update_tcp = {
217 "st_update_tcp", /* name */
218 { /* dirty */
219 0, /* mesa */
220 ST_NEW_TESSCTRL_PROGRAM /* st */
221 },
222 update_tcp /* update */
223 };
224
225
226
227 static void
228 update_tep( struct st_context *st )
229 {
230 struct st_tesseval_program *sttep;
231 struct st_tep_variant_key key;
232
233 if (!st->ctx->TessEvalProgram._Current) {
234 cso_set_tesseval_shader_handle(st->cso_context, NULL);
235 return;
236 }
237
238 sttep = st_tesseval_program(st->ctx->TessEvalProgram._Current);
239 assert(sttep->Base.Base.Target == GL_TESS_EVALUATION_PROGRAM_NV);
240
241 memset(&key, 0, sizeof(key));
242 key.st = st;
243
244 st->tep_variant = st_get_tep_variant(st, sttep, &key);
245
246 st_reference_tesseprog(st, &st->tep, sttep);
247
248 cso_set_tesseval_shader_handle(st->cso_context,
249 st->tep_variant->driver_shader);
250 }
251
252 const struct st_tracked_state st_update_tep = {
253 "st_update_tep", /* name */
254 { /* dirty */
255 0, /* mesa */
256 ST_NEW_TESSEVAL_PROGRAM /* st */
257 },
258 update_tep /* update */
259 };