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"
59 get_texture_target(struct gl_context
*ctx
, const unsigned unit
)
61 struct gl_texture_object
*texObj
= _mesa_get_tex_unit(ctx
, unit
)->_Current
;
62 gl_texture_index index
;
65 index
= _mesa_tex_target_to_index(ctx
, texObj
->Target
);
67 /* fallback for missing texture */
68 index
= TEXTURE_2D_INDEX
;
71 /* Map mesa texture target to TGSI texture target.
72 * Copied from st_mesa_to_tgsi.c, the shadow part is omitted */
74 case TEXTURE_2D_MULTISAMPLE_INDEX
: return TGSI_TEXTURE_2D_MSAA
;
75 case TEXTURE_2D_MULTISAMPLE_ARRAY_INDEX
: return TGSI_TEXTURE_2D_ARRAY_MSAA
;
76 case TEXTURE_BUFFER_INDEX
: return TGSI_TEXTURE_BUFFER
;
77 case TEXTURE_1D_INDEX
: return TGSI_TEXTURE_1D
;
78 case TEXTURE_2D_INDEX
: return TGSI_TEXTURE_2D
;
79 case TEXTURE_3D_INDEX
: return TGSI_TEXTURE_3D
;
80 case TEXTURE_CUBE_INDEX
: return TGSI_TEXTURE_CUBE
;
81 case TEXTURE_CUBE_ARRAY_INDEX
: return TGSI_TEXTURE_CUBE_ARRAY
;
82 case TEXTURE_RECT_INDEX
: return TGSI_TEXTURE_RECT
;
83 case TEXTURE_1D_ARRAY_INDEX
: return TGSI_TEXTURE_1D_ARRAY
;
84 case TEXTURE_2D_ARRAY_INDEX
: return TGSI_TEXTURE_2D_ARRAY
;
85 case TEXTURE_EXTERNAL_INDEX
: return TGSI_TEXTURE_2D
;
88 return TGSI_TEXTURE_1D
;
94 * Update fragment program state/atom. This involves translating the
95 * Mesa fragment program into a gallium fragment program and binding it.
98 st_update_fp( struct st_context
*st
)
100 struct st_fragment_program
*stfp
;
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 !stfp
->variants
->key
.drawpixels
&&
113 !stfp
->variants
->key
.bitmap
) {
114 shader
= stfp
->variants
->driver_shader
;
116 struct st_fp_variant_key key
;
118 /* use memset, not an initializer to be sure all memory is zeroed */
119 memset(&key
, 0, sizeof(key
));
121 key
.st
= st
->has_shareable_shaders
? NULL
: st
;
123 key
.lower_flatshade
= st
->lower_flatshade
&&
124 st
->ctx
->Light
.ShadeModel
== GL_FLAT
;
127 key
.lower_alpha_func
= COMPARE_FUNC_NEVER
;
128 if (st
->lower_alpha_test
&& _mesa_is_alpha_test_enabled(st
->ctx
))
129 key
.lower_alpha_func
= st
->ctx
->Color
.AlphaFunc
;
131 /* _NEW_FRAG_CLAMP */
132 key
.clamp_color
= st
->clamp_frag_color_in_shader
&&
133 st
->ctx
->Color
._ClampFragmentColor
;
135 /* _NEW_MULTISAMPLE | _NEW_BUFFERS */
136 key
.persample_shading
=
137 st
->force_persample_in_shader
&&
138 _mesa_is_multisample_enabled(st
->ctx
) &&
139 st
->ctx
->Multisample
.SampleShading
&&
140 st
->ctx
->Multisample
.MinSampleShadingValue
*
141 _mesa_geometric_samples(st
->ctx
->DrawBuffer
) > 1;
143 key
.lower_depth_clamp
=
144 st
->clamp_frag_depth_in_shader
&&
145 (st
->ctx
->Transform
.DepthClampNear
||
146 st
->ctx
->Transform
.DepthClampFar
);
149 key
.fog
= st
->ctx
->Fog
._PackedEnabledMode
;
151 for (unsigned u
= 0; u
< MAX_NUM_FRAGMENT_REGISTERS_ATI
; u
++) {
152 key
.texture_targets
[u
] = get_texture_target(st
->ctx
, u
);
156 key
.external
= st_get_external_sampler_key(st
, &stfp
->Base
);
158 shader
= st_get_fp_variant(st
, stfp
, &key
)->driver_shader
;
161 st_reference_fragprog(st
, &st
->fp
, stfp
);
163 cso_set_fragment_shader_handle(st
->cso_context
, shader
);
168 * Update vertex program state/atom. This involves translating the
169 * Mesa vertex program into a gallium fragment program and binding it.
172 st_update_vp( struct st_context
*st
)
174 struct st_vertex_program
*stvp
;
176 /* find active shader and params -- Should be covered by
177 * ST_NEW_VERTEX_PROGRAM
179 assert(st
->ctx
->VertexProgram
._Current
);
180 stvp
= st_vertex_program(st
->ctx
->VertexProgram
._Current
);
181 assert(stvp
->Base
.Target
== GL_VERTEX_PROGRAM_ARB
);
183 if (st
->shader_has_one_variant
[MESA_SHADER_VERTEX
] &&
185 stvp
->variants
->key
.passthrough_edgeflags
== st
->vertdata_edgeflags
) {
186 st
->vp_variant
= stvp
->variants
;
188 struct st_vp_variant_key key
;
190 memset(&key
, 0, sizeof(key
));
192 key
.st
= st
->has_shareable_shaders
? NULL
: st
;
194 /* When this is true, we will add an extra input to the vertex
195 * shader translation (for edgeflags), an extra output with
196 * edgeflag semantics, and extend the vertex shader to pass through
197 * the input to the output. We'll need to use similar logic to set
198 * up the extra vertex_element input for edgeflags.
200 key
.passthrough_edgeflags
= st
->vertdata_edgeflags
;
202 key
.clamp_color
= st
->clamp_vert_color_in_shader
&&
203 st
->ctx
->Light
._ClampVertexColor
&&
204 (stvp
->Base
.info
.outputs_written
&
210 key
.lower_depth_clamp
=
211 !st
->gp
&& !st
->tep
&&
212 st
->clamp_frag_depth_in_shader
&&
213 (st
->ctx
->Transform
.DepthClampNear
||
214 st
->ctx
->Transform
.DepthClampFar
);
216 if (key
.lower_depth_clamp
)
217 key
.clip_negative_one_to_one
=
218 st
->ctx
->Transform
.ClipDepthMode
== GL_NEGATIVE_ONE_TO_ONE
;
221 key
.lower_point_size
= st
->lower_point_size
&&
222 !st_point_size_per_vertex(st
->ctx
);
224 st
->vp_variant
= st_get_vp_variant(st
, stvp
, &key
);
227 st_reference_vertprog(st
, &st
->vp
, stvp
);
229 cso_set_vertex_shader_handle(st
->cso_context
,
230 st
->vp_variant
->driver_shader
);
235 st_update_common_program(struct st_context
*st
, struct gl_program
*prog
,
236 unsigned pipe_shader
, struct st_common_program
**dst
)
238 struct st_common_program
*stp
;
241 st_reference_prog(st
, dst
, NULL
);
245 stp
= st_common_program(prog
);
246 st_reference_prog(st
, dst
, stp
);
248 if (st
->shader_has_one_variant
[prog
->info
.stage
] && stp
->variants
)
249 return stp
->variants
->driver_shader
;
251 struct st_basic_variant_key key
;
253 /* use memset, not an initializer to be sure all memory is zeroed */
254 memset(&key
, 0, sizeof(key
));
256 key
.st
= st
->has_shareable_shaders
? NULL
: st
;
258 if (pipe_shader
== PIPE_SHADER_GEOMETRY
||
259 pipe_shader
== PIPE_SHADER_TESS_EVAL
) {
260 key
.clamp_color
= st
->clamp_vert_color_in_shader
&&
261 st
->ctx
->Light
._ClampVertexColor
&&
262 (stp
->Base
.info
.outputs_written
&
268 key
.lower_depth_clamp
=
269 (pipe_shader
== PIPE_SHADER_GEOMETRY
|| !st
->gp
) &&
270 st
->clamp_frag_depth_in_shader
&&
271 (st
->ctx
->Transform
.DepthClampNear
||
272 st
->ctx
->Transform
.DepthClampFar
);
274 if (key
.lower_depth_clamp
)
275 key
.clip_negative_one_to_one
=
276 st
->ctx
->Transform
.ClipDepthMode
== GL_NEGATIVE_ONE_TO_ONE
;
280 return st_get_basic_variant(st
, stp
, &key
)->driver_shader
;
285 st_update_gp(struct st_context
*st
)
287 void *shader
= st_update_common_program(st
,
288 st
->ctx
->GeometryProgram
._Current
,
289 PIPE_SHADER_GEOMETRY
, &st
->gp
);
290 cso_set_geometry_shader_handle(st
->cso_context
, shader
);
295 st_update_tcp(struct st_context
*st
)
297 void *shader
= st_update_common_program(st
,
298 st
->ctx
->TessCtrlProgram
._Current
,
299 PIPE_SHADER_TESS_CTRL
, &st
->tcp
);
300 cso_set_tessctrl_shader_handle(st
->cso_context
, shader
);
305 st_update_tep(struct st_context
*st
)
307 void *shader
= st_update_common_program(st
,
308 st
->ctx
->TessEvalProgram
._Current
,
309 PIPE_SHADER_TESS_EVAL
, &st
->tep
);
310 cso_set_tesseval_shader_handle(st
->cso_context
, shader
);
315 st_update_cp(struct st_context
*st
)
317 void *shader
= st_update_common_program(st
,
318 st
->ctx
->ComputeProgram
._Current
,
319 PIPE_SHADER_COMPUTE
, &st
->cp
);
320 cso_set_compute_shader_handle(st
->cso_context
, shader
);