r200/glsl/st/mesa: use common outputs written field
[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
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:
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
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.
25 *
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 "main/framebuffer.h"
41 #include "main/texobj.h"
42 #include "main/texstate.h"
43 #include "program/program.h"
44
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"
50
51 #include "st_context.h"
52 #include "st_atom.h"
53 #include "st_program.h"
54 #include "st_texture.h"
55
56
57 /** Compress the fog function enums into a 2-bit value */
58 static GLuint
59 translate_fog_mode(GLenum mode)
60 {
61 switch (mode) {
62 case GL_LINEAR: return 1;
63 case GL_EXP: return 2;
64 case GL_EXP2: return 3;
65 default:
66 return 0;
67 }
68 }
69
70 static unsigned
71 get_texture_target(struct gl_context *ctx, const unsigned unit)
72 {
73 struct gl_texture_object *texObj = _mesa_get_tex_unit(ctx, unit)->_Current;
74 gl_texture_index index;
75
76 if (texObj) {
77 index = _mesa_tex_target_to_index(ctx, texObj->Target);
78 } else {
79 /* fallback for missing texture */
80 index = TEXTURE_2D_INDEX;
81 }
82
83 /* Map mesa texture target to TGSI texture target.
84 * Copied from st_mesa_to_tgsi.c, the shadow part is omitted */
85 switch(index) {
86 case TEXTURE_2D_MULTISAMPLE_INDEX: return TGSI_TEXTURE_2D_MSAA;
87 case TEXTURE_2D_MULTISAMPLE_ARRAY_INDEX: return TGSI_TEXTURE_2D_ARRAY_MSAA;
88 case TEXTURE_BUFFER_INDEX: return TGSI_TEXTURE_BUFFER;
89 case TEXTURE_1D_INDEX: return TGSI_TEXTURE_1D;
90 case TEXTURE_2D_INDEX: return TGSI_TEXTURE_2D;
91 case TEXTURE_3D_INDEX: return TGSI_TEXTURE_3D;
92 case TEXTURE_CUBE_INDEX: return TGSI_TEXTURE_CUBE;
93 case TEXTURE_CUBE_ARRAY_INDEX: return TGSI_TEXTURE_CUBE_ARRAY;
94 case TEXTURE_RECT_INDEX: return TGSI_TEXTURE_RECT;
95 case TEXTURE_1D_ARRAY_INDEX: return TGSI_TEXTURE_1D_ARRAY;
96 case TEXTURE_2D_ARRAY_INDEX: return TGSI_TEXTURE_2D_ARRAY;
97 case TEXTURE_EXTERNAL_INDEX: return TGSI_TEXTURE_2D;
98 default:
99 debug_assert(0);
100 return TGSI_TEXTURE_1D;
101 }
102 }
103
104
105 /**
106 * Update fragment program state/atom. This involves translating the
107 * Mesa fragment program into a gallium fragment program and binding it.
108 */
109 static void
110 update_fp( struct st_context *st )
111 {
112 struct st_fragment_program *stfp;
113 struct st_fp_variant_key key;
114
115 assert(st->ctx->FragmentProgram._Current);
116 stfp = st_fragment_program(st->ctx->FragmentProgram._Current);
117 assert(stfp->Base.Target == GL_FRAGMENT_PROGRAM_ARB);
118
119 memset(&key, 0, sizeof(key));
120 key.st = st->has_shareable_shaders ? NULL : st;
121
122 /* _NEW_FRAG_CLAMP */
123 key.clamp_color = st->clamp_frag_color_in_shader &&
124 st->ctx->Color._ClampFragmentColor;
125
126 /* _NEW_MULTISAMPLE | _NEW_BUFFERS */
127 key.persample_shading =
128 st->force_persample_in_shader &&
129 _mesa_is_multisample_enabled(st->ctx) &&
130 st->ctx->Multisample.SampleShading &&
131 st->ctx->Multisample.MinSampleShadingValue *
132 _mesa_geometric_samples(st->ctx->DrawBuffer) > 1;
133
134 if (stfp->ati_fs) {
135 unsigned u;
136
137 if (st->ctx->Fog.Enabled) {
138 key.fog = translate_fog_mode(st->ctx->Fog.Mode);
139 }
140
141 for (u = 0; u < MAX_NUM_FRAGMENT_REGISTERS_ATI; u++) {
142 key.texture_targets[u] = get_texture_target(st->ctx, u);
143 }
144 }
145
146 key.external = st_get_external_sampler_key(st, &stfp->Base);
147
148 st->fp_variant = st_get_fp_variant(st, stfp, &key);
149
150 st_reference_fragprog(st, &st->fp, stfp);
151
152 cso_set_fragment_shader_handle(st->cso_context,
153 st->fp_variant->driver_shader);
154 }
155
156
157 const struct st_tracked_state st_update_fp = {
158 update_fp /* update */
159 };
160
161
162
163 /**
164 * Update vertex program state/atom. This involves translating the
165 * Mesa vertex program into a gallium fragment program and binding it.
166 */
167 static void
168 update_vp( struct st_context *st )
169 {
170 struct st_vertex_program *stvp;
171 struct st_vp_variant_key key;
172
173 /* find active shader and params -- Should be covered by
174 * ST_NEW_VERTEX_PROGRAM
175 */
176 assert(st->ctx->VertexProgram._Current);
177 stvp = st_vertex_program(st->ctx->VertexProgram._Current);
178 assert(stvp->Base.Target == GL_VERTEX_PROGRAM_ARB);
179
180 memset(&key, 0, sizeof key);
181 key.st = st->has_shareable_shaders ? NULL : st;
182
183 /* When this is true, we will add an extra input to the vertex
184 * shader translation (for edgeflags), an extra output with
185 * edgeflag semantics, and extend the vertex shader to pass through
186 * the input to the output. We'll need to use similar logic to set
187 * up the extra vertex_element input for edgeflags.
188 */
189 key.passthrough_edgeflags = st->vertdata_edgeflags;
190
191 key.clamp_color = st->clamp_vert_color_in_shader &&
192 st->ctx->Light._ClampVertexColor &&
193 (stvp->Base.info.outputs_written &
194 (VARYING_SLOT_COL0 |
195 VARYING_SLOT_COL1 |
196 VARYING_SLOT_BFC0 |
197 VARYING_SLOT_BFC1));
198
199 st->vp_variant = st_get_vp_variant(st, stvp, &key);
200
201 st_reference_vertprog(st, &st->vp, stvp);
202
203 cso_set_vertex_shader_handle(st->cso_context,
204 st->vp_variant->driver_shader);
205
206 st->vertex_result_to_slot = stvp->result_to_output;
207 }
208
209
210 const struct st_tracked_state st_update_vp = {
211 update_vp /* update */
212 };
213
214
215
216 static void
217 update_gp( struct st_context *st )
218 {
219 struct st_geometry_program *stgp;
220
221 if (!st->ctx->GeometryProgram._Current) {
222 cso_set_geometry_shader_handle(st->cso_context, NULL);
223 st_reference_geomprog(st, &st->gp, NULL);
224 return;
225 }
226
227 stgp = st_geometry_program(st->ctx->GeometryProgram._Current);
228 assert(stgp->Base.Target == GL_GEOMETRY_PROGRAM_NV);
229
230 st->gp_variant = st_get_basic_variant(st, PIPE_SHADER_GEOMETRY,
231 &stgp->tgsi, &stgp->variants);
232
233 st_reference_geomprog(st, &st->gp, stgp);
234
235 cso_set_geometry_shader_handle(st->cso_context,
236 st->gp_variant->driver_shader);
237 }
238
239 const struct st_tracked_state st_update_gp = {
240 update_gp /* update */
241 };
242
243
244
245 static void
246 update_tcp( struct st_context *st )
247 {
248 struct st_tessctrl_program *sttcp;
249
250 if (!st->ctx->TessCtrlProgram._Current) {
251 cso_set_tessctrl_shader_handle(st->cso_context, NULL);
252 st_reference_tesscprog(st, &st->tcp, NULL);
253 return;
254 }
255
256 sttcp = st_tessctrl_program(st->ctx->TessCtrlProgram._Current);
257 assert(sttcp->Base.Target == GL_TESS_CONTROL_PROGRAM_NV);
258
259 st->tcp_variant = st_get_basic_variant(st, PIPE_SHADER_TESS_CTRL,
260 &sttcp->tgsi, &sttcp->variants);
261
262 st_reference_tesscprog(st, &st->tcp, sttcp);
263
264 cso_set_tessctrl_shader_handle(st->cso_context,
265 st->tcp_variant->driver_shader);
266 }
267
268 const struct st_tracked_state st_update_tcp = {
269 update_tcp /* update */
270 };
271
272
273
274 static void
275 update_tep( struct st_context *st )
276 {
277 struct st_tesseval_program *sttep;
278
279 if (!st->ctx->TessEvalProgram._Current) {
280 cso_set_tesseval_shader_handle(st->cso_context, NULL);
281 st_reference_tesseprog(st, &st->tep, NULL);
282 return;
283 }
284
285 sttep = st_tesseval_program(st->ctx->TessEvalProgram._Current);
286 assert(sttep->Base.Target == GL_TESS_EVALUATION_PROGRAM_NV);
287
288 st->tep_variant = st_get_basic_variant(st, PIPE_SHADER_TESS_EVAL,
289 &sttep->tgsi, &sttep->variants);
290
291 st_reference_tesseprog(st, &st->tep, sttep);
292
293 cso_set_tesseval_shader_handle(st->cso_context,
294 st->tep_variant->driver_shader);
295 }
296
297 const struct st_tracked_state st_update_tep = {
298 update_tep /* update */
299 };
300
301
302
303 static void
304 update_cp( struct st_context *st )
305 {
306 struct st_compute_program *stcp;
307
308 if (!st->ctx->ComputeProgram._Current) {
309 cso_set_compute_shader_handle(st->cso_context, NULL);
310 st_reference_compprog(st, &st->cp, NULL);
311 return;
312 }
313
314 stcp = st_compute_program(st->ctx->ComputeProgram._Current);
315 assert(stcp->Base.Target == GL_COMPUTE_PROGRAM_NV);
316
317 st->cp_variant = st_get_cp_variant(st, &stcp->tgsi, &stcp->variants);
318
319 st_reference_compprog(st, &st->cp, stcp);
320
321 cso_set_compute_shader_handle(st->cso_context,
322 st->cp_variant->driver_shader);
323 }
324
325 const struct st_tracked_state st_update_cp = {
326 update_cp /* update */
327 };