mesa: use GL_GEOMETRY_PROGRAM_NV instead of MESA_GEOMETRY_PROGRAM
[mesa.git] / src / mesa / state_tracker / st_atom_shader.c
1 /**************************************************************************
2 *
3 * Copyright 2003 VMware, Inc.
4 * All Rights Reserved.
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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
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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 *
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19 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
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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 * Return pointer to a pass-through fragment shader.
54 * This shader is used when a texture is missing/incomplete.
55 */
56 static void *
57 get_passthrough_fs(struct st_context *st)
58 {
59 if (!st->passthrough_fs) {
60 st->passthrough_fs =
61 util_make_fragment_passthrough_shader(st->pipe, TGSI_SEMANTIC_COLOR,
62 TGSI_INTERPOLATE_PERSPECTIVE,
63 TRUE);
64 }
65
66 return st->passthrough_fs;
67 }
68
69
70 /**
71 * Update fragment program state/atom. This involves translating the
72 * Mesa fragment program into a gallium fragment program and binding it.
73 */
74 static void
75 update_fp( struct st_context *st )
76 {
77 struct st_fragment_program *stfp;
78 struct st_fp_variant_key key;
79
80 assert(st->ctx->FragmentProgram._Current);
81 stfp = st_fragment_program(st->ctx->FragmentProgram._Current);
82 assert(stfp->Base.Base.Target == GL_FRAGMENT_PROGRAM_ARB);
83
84 memset(&key, 0, sizeof(key));
85 key.st = st;
86
87 /* _NEW_FRAG_CLAMP */
88 key.clamp_color = st->clamp_frag_color_in_shader &&
89 st->ctx->Color._ClampFragmentColor;
90
91 /* Ignore sample qualifier while computing this flag. */
92 key.persample_shading =
93 _mesa_get_min_invocations_per_fragment(st->ctx, &stfp->Base, true) > 1;
94
95 st->fp_variant = st_get_fp_variant(st, stfp, &key);
96
97 st_reference_fragprog(st, &st->fp, stfp);
98
99 if (st->missing_textures) {
100 /* use a pass-through frag shader that uses no textures */
101 void *fs = get_passthrough_fs(st);
102 cso_set_fragment_shader_handle(st->cso_context, fs);
103 }
104 else {
105 cso_set_fragment_shader_handle(st->cso_context,
106 st->fp_variant->driver_shader);
107 }
108 }
109
110
111 const struct st_tracked_state st_update_fp = {
112 "st_update_fp", /* name */
113 { /* dirty */
114 _NEW_BUFFERS | _NEW_MULTISAMPLE, /* mesa */
115 ST_NEW_FRAGMENT_PROGRAM /* st */
116 },
117 update_fp /* update */
118 };
119
120
121
122 /**
123 * Update vertex program state/atom. This involves translating the
124 * Mesa vertex program into a gallium fragment program and binding it.
125 */
126 static void
127 update_vp( struct st_context *st )
128 {
129 struct st_vertex_program *stvp;
130 struct st_vp_variant_key key;
131
132 /* find active shader and params -- Should be covered by
133 * ST_NEW_VERTEX_PROGRAM
134 */
135 assert(st->ctx->VertexProgram._Current);
136 stvp = st_vertex_program(st->ctx->VertexProgram._Current);
137 assert(stvp->Base.Base.Target == GL_VERTEX_PROGRAM_ARB);
138
139 memset(&key, 0, sizeof key);
140 key.st = st; /* variants are per-context */
141
142 /* When this is true, we will add an extra input to the vertex
143 * shader translation (for edgeflags), an extra output with
144 * edgeflag semantics, and extend the vertex shader to pass through
145 * the input to the output. We'll need to use similar logic to set
146 * up the extra vertex_element input for edgeflags.
147 */
148 key.passthrough_edgeflags = st->vertdata_edgeflags;
149
150 key.clamp_color = st->clamp_vert_color_in_shader &&
151 st->ctx->Light._ClampVertexColor &&
152 (stvp->Base.Base.OutputsWritten &
153 (VARYING_SLOT_COL0 |
154 VARYING_SLOT_COL1 |
155 VARYING_SLOT_BFC0 |
156 VARYING_SLOT_BFC1));
157
158 st->vp_variant = st_get_vp_variant(st, stvp, &key);
159
160 st_reference_vertprog(st, &st->vp, stvp);
161
162 cso_set_vertex_shader_handle(st->cso_context,
163 st->vp_variant->driver_shader);
164
165 st->vertex_result_to_slot = stvp->result_to_output;
166 }
167
168
169 const struct st_tracked_state st_update_vp = {
170 "st_update_vp", /* name */
171 { /* dirty */
172 0, /* mesa */
173 ST_NEW_VERTEX_PROGRAM /* st */
174 },
175 update_vp /* update */
176 };
177
178
179
180 static void
181 update_gp( struct st_context *st )
182 {
183 struct st_geometry_program *stgp;
184 struct st_gp_variant_key key;
185
186 if (!st->ctx->GeometryProgram._Current) {
187 cso_set_geometry_shader_handle(st->cso_context, NULL);
188 return;
189 }
190
191 stgp = st_geometry_program(st->ctx->GeometryProgram._Current);
192 assert(stgp->Base.Base.Target == GL_GEOMETRY_PROGRAM_NV);
193
194 memset(&key, 0, sizeof(key));
195 key.st = st;
196
197 st->gp_variant = st_get_gp_variant(st, stgp, &key);
198
199 st_reference_geomprog(st, &st->gp, stgp);
200
201 cso_set_geometry_shader_handle(st->cso_context,
202 st->gp_variant->driver_shader);
203 }
204
205 const struct st_tracked_state st_update_gp = {
206 "st_update_gp", /* name */
207 { /* dirty */
208 0, /* mesa */
209 ST_NEW_GEOMETRY_PROGRAM /* st */
210 },
211 update_gp /* update */
212 };