st/mesa: set force_persample_interp if ARB_sample_shading is used
[mesa.git] / src / mesa / state_tracker / st_atom_shader.c
1 /**************************************************************************
2 *
3 * Copyright 2003 VMware, Inc.
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14 * The above copyright notice and this permission notice (including the
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16 * of the Software.
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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 * 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 !st->can_force_persample_interp &&
76 _mesa_get_min_invocations_per_fragment(st->ctx, &stfp->Base, true) > 1;
77
78 st->fp_variant = st_get_fp_variant(st, stfp, &key);
79
80 st_reference_fragprog(st, &st->fp, stfp);
81
82 cso_set_fragment_shader_handle(st->cso_context,
83 st->fp_variant->driver_shader);
84 }
85
86
87 const struct st_tracked_state st_update_fp = {
88 "st_update_fp", /* name */
89 { /* dirty */
90 _NEW_BUFFERS | _NEW_MULTISAMPLE, /* mesa */
91 ST_NEW_FRAGMENT_PROGRAM /* st */
92 },
93 update_fp /* update */
94 };
95
96
97
98 /**
99 * Update vertex program state/atom. This involves translating the
100 * Mesa vertex program into a gallium fragment program and binding it.
101 */
102 static void
103 update_vp( struct st_context *st )
104 {
105 struct st_vertex_program *stvp;
106 struct st_vp_variant_key key;
107
108 /* find active shader and params -- Should be covered by
109 * ST_NEW_VERTEX_PROGRAM
110 */
111 assert(st->ctx->VertexProgram._Current);
112 stvp = st_vertex_program(st->ctx->VertexProgram._Current);
113 assert(stvp->Base.Base.Target == GL_VERTEX_PROGRAM_ARB);
114
115 memset(&key, 0, sizeof key);
116 key.st = st; /* variants are per-context */
117
118 /* When this is true, we will add an extra input to the vertex
119 * shader translation (for edgeflags), an extra output with
120 * edgeflag semantics, and extend the vertex shader to pass through
121 * the input to the output. We'll need to use similar logic to set
122 * up the extra vertex_element input for edgeflags.
123 */
124 key.passthrough_edgeflags = st->vertdata_edgeflags;
125
126 key.clamp_color = st->clamp_vert_color_in_shader &&
127 st->ctx->Light._ClampVertexColor &&
128 (stvp->Base.Base.OutputsWritten &
129 (VARYING_SLOT_COL0 |
130 VARYING_SLOT_COL1 |
131 VARYING_SLOT_BFC0 |
132 VARYING_SLOT_BFC1));
133
134 st->vp_variant = st_get_vp_variant(st, stvp, &key);
135
136 st_reference_vertprog(st, &st->vp, stvp);
137
138 cso_set_vertex_shader_handle(st->cso_context,
139 st->vp_variant->driver_shader);
140
141 st->vertex_result_to_slot = stvp->result_to_output;
142 }
143
144
145 const struct st_tracked_state st_update_vp = {
146 "st_update_vp", /* name */
147 { /* dirty */
148 0, /* mesa */
149 ST_NEW_VERTEX_PROGRAM /* st */
150 },
151 update_vp /* update */
152 };
153
154
155
156 static void
157 update_gp( struct st_context *st )
158 {
159 struct st_geometry_program *stgp;
160 struct st_gp_variant_key key;
161
162 if (!st->ctx->GeometryProgram._Current) {
163 cso_set_geometry_shader_handle(st->cso_context, NULL);
164 return;
165 }
166
167 stgp = st_geometry_program(st->ctx->GeometryProgram._Current);
168 assert(stgp->Base.Base.Target == GL_GEOMETRY_PROGRAM_NV);
169
170 memset(&key, 0, sizeof(key));
171 key.st = st;
172
173 st->gp_variant = st_get_gp_variant(st, stgp, &key);
174
175 st_reference_geomprog(st, &st->gp, stgp);
176
177 cso_set_geometry_shader_handle(st->cso_context,
178 st->gp_variant->driver_shader);
179 }
180
181 const struct st_tracked_state st_update_gp = {
182 "st_update_gp", /* name */
183 { /* dirty */
184 0, /* mesa */
185 ST_NEW_GEOMETRY_PROGRAM /* st */
186 },
187 update_gp /* update */
188 };
189
190
191
192 static void
193 update_tcp( struct st_context *st )
194 {
195 struct st_tessctrl_program *sttcp;
196 struct st_tcp_variant_key key;
197
198 if (!st->ctx->TessCtrlProgram._Current) {
199 cso_set_tessctrl_shader_handle(st->cso_context, NULL);
200 return;
201 }
202
203 sttcp = st_tessctrl_program(st->ctx->TessCtrlProgram._Current);
204 assert(sttcp->Base.Base.Target == GL_TESS_CONTROL_PROGRAM_NV);
205
206 memset(&key, 0, sizeof(key));
207 key.st = st;
208
209 st->tcp_variant = st_get_tcp_variant(st, sttcp, &key);
210
211 st_reference_tesscprog(st, &st->tcp, sttcp);
212
213 cso_set_tessctrl_shader_handle(st->cso_context,
214 st->tcp_variant->driver_shader);
215 }
216
217 const struct st_tracked_state st_update_tcp = {
218 "st_update_tcp", /* name */
219 { /* dirty */
220 0, /* mesa */
221 ST_NEW_TESSCTRL_PROGRAM /* st */
222 },
223 update_tcp /* update */
224 };
225
226
227
228 static void
229 update_tep( struct st_context *st )
230 {
231 struct st_tesseval_program *sttep;
232 struct st_tep_variant_key key;
233
234 if (!st->ctx->TessEvalProgram._Current) {
235 cso_set_tesseval_shader_handle(st->cso_context, NULL);
236 return;
237 }
238
239 sttep = st_tesseval_program(st->ctx->TessEvalProgram._Current);
240 assert(sttep->Base.Base.Target == GL_TESS_EVALUATION_PROGRAM_NV);
241
242 memset(&key, 0, sizeof(key));
243 key.st = st;
244
245 st->tep_variant = st_get_tep_variant(st, sttep, &key);
246
247 st_reference_tesseprog(st, &st->tep, sttep);
248
249 cso_set_tesseval_shader_handle(st->cso_context,
250 st->tep_variant->driver_shader);
251 }
252
253 const struct st_tracked_state st_update_tep = {
254 "st_update_tep", /* name */
255 { /* dirty */
256 0, /* mesa */
257 ST_NEW_TESSEVAL_PROGRAM /* st */
258 },
259 update_tep /* update */
260 };