st/mesa: don't search through shader variants if there is only one
[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
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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.
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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 "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 static unsigned
58 get_texture_target(struct gl_context *ctx, const unsigned unit)
59 {
60 struct gl_texture_object *texObj = _mesa_get_tex_unit(ctx, unit)->_Current;
61 gl_texture_index index;
62
63 if (texObj) {
64 index = _mesa_tex_target_to_index(ctx, texObj->Target);
65 } else {
66 /* fallback for missing texture */
67 index = TEXTURE_2D_INDEX;
68 }
69
70 /* Map mesa texture target to TGSI texture target.
71 * Copied from st_mesa_to_tgsi.c, the shadow part is omitted */
72 switch(index) {
73 case TEXTURE_2D_MULTISAMPLE_INDEX: return TGSI_TEXTURE_2D_MSAA;
74 case TEXTURE_2D_MULTISAMPLE_ARRAY_INDEX: return TGSI_TEXTURE_2D_ARRAY_MSAA;
75 case TEXTURE_BUFFER_INDEX: return TGSI_TEXTURE_BUFFER;
76 case TEXTURE_1D_INDEX: return TGSI_TEXTURE_1D;
77 case TEXTURE_2D_INDEX: return TGSI_TEXTURE_2D;
78 case TEXTURE_3D_INDEX: return TGSI_TEXTURE_3D;
79 case TEXTURE_CUBE_INDEX: return TGSI_TEXTURE_CUBE;
80 case TEXTURE_CUBE_ARRAY_INDEX: return TGSI_TEXTURE_CUBE_ARRAY;
81 case TEXTURE_RECT_INDEX: return TGSI_TEXTURE_RECT;
82 case TEXTURE_1D_ARRAY_INDEX: return TGSI_TEXTURE_1D_ARRAY;
83 case TEXTURE_2D_ARRAY_INDEX: return TGSI_TEXTURE_2D_ARRAY;
84 case TEXTURE_EXTERNAL_INDEX: return TGSI_TEXTURE_2D;
85 default:
86 debug_assert(0);
87 return TGSI_TEXTURE_1D;
88 }
89 }
90
91
92 /**
93 * Update fragment program state/atom. This involves translating the
94 * Mesa fragment program into a gallium fragment program and binding it.
95 */
96 void
97 st_update_fp( struct st_context *st )
98 {
99 struct st_fragment_program *stfp;
100 struct st_fp_variant_key key;
101
102 assert(st->ctx->FragmentProgram._Current);
103 stfp = st_fragment_program(st->ctx->FragmentProgram._Current);
104 assert(stfp->Base.Target == GL_FRAGMENT_PROGRAM_ARB);
105
106 void *shader;
107
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 */
111 stfp->variants) {
112 shader = stfp->variants->driver_shader;
113 } else {
114 memset(&key, 0, sizeof(key));
115 key.st = st->has_shareable_shaders ? NULL : st;
116
117 /* _NEW_FRAG_CLAMP */
118 key.clamp_color = st->clamp_frag_color_in_shader &&
119 st->ctx->Color._ClampFragmentColor;
120
121 /* _NEW_MULTISAMPLE | _NEW_BUFFERS */
122 key.persample_shading =
123 st->force_persample_in_shader &&
124 _mesa_is_multisample_enabled(st->ctx) &&
125 st->ctx->Multisample.SampleShading &&
126 st->ctx->Multisample.MinSampleShadingValue *
127 _mesa_geometric_samples(st->ctx->DrawBuffer) > 1;
128
129 if (stfp->ati_fs) {
130 key.fog = st->ctx->Fog._PackedEnabledMode;
131
132 for (unsigned u = 0; u < MAX_NUM_FRAGMENT_REGISTERS_ATI; u++) {
133 key.texture_targets[u] = get_texture_target(st->ctx, u);
134 }
135 }
136
137 key.external = st_get_external_sampler_key(st, &stfp->Base);
138
139 shader = st_get_fp_variant(st, stfp, &key)->driver_shader;
140 }
141
142 st_reference_fragprog(st, &st->fp, stfp);
143
144 cso_set_fragment_shader_handle(st->cso_context, shader);
145 }
146
147
148 /**
149 * Update vertex program state/atom. This involves translating the
150 * Mesa vertex program into a gallium fragment program and binding it.
151 */
152 void
153 st_update_vp( struct st_context *st )
154 {
155 struct st_vertex_program *stvp;
156 struct st_vp_variant_key key;
157
158 /* find active shader and params -- Should be covered by
159 * ST_NEW_VERTEX_PROGRAM
160 */
161 assert(st->ctx->VertexProgram._Current);
162 stvp = st_vertex_program(st->ctx->VertexProgram._Current);
163 assert(stvp->Base.Target == GL_VERTEX_PROGRAM_ARB);
164
165 if (st->shader_has_one_variant[MESA_SHADER_VERTEX] &&
166 stvp->variants &&
167 stvp->variants->key.passthrough_edgeflags == st->vertdata_edgeflags) {
168 st->vp_variant = stvp->variants;
169 } else {
170 memset(&key, 0, sizeof key);
171 key.st = st->has_shareable_shaders ? NULL : st;
172
173 /* When this is true, we will add an extra input to the vertex
174 * shader translation (for edgeflags), an extra output with
175 * edgeflag semantics, and extend the vertex shader to pass through
176 * the input to the output. We'll need to use similar logic to set
177 * up the extra vertex_element input for edgeflags.
178 */
179 key.passthrough_edgeflags = st->vertdata_edgeflags;
180
181 key.clamp_color = st->clamp_vert_color_in_shader &&
182 st->ctx->Light._ClampVertexColor &&
183 (stvp->Base.info.outputs_written &
184 (VARYING_SLOT_COL0 |
185 VARYING_SLOT_COL1 |
186 VARYING_SLOT_BFC0 |
187 VARYING_SLOT_BFC1));
188
189 st->vp_variant = st_get_vp_variant(st, stvp, &key);
190 }
191
192 st_reference_vertprog(st, &st->vp, stvp);
193
194 cso_set_vertex_shader_handle(st->cso_context,
195 st->vp_variant->driver_shader);
196 }
197
198
199 void
200 st_update_gp( struct st_context *st )
201 {
202 struct st_common_program *stgp;
203
204 if (!st->ctx->GeometryProgram._Current) {
205 cso_set_geometry_shader_handle(st->cso_context, NULL);
206 st_reference_prog(st, &st->gp, NULL);
207 return;
208 }
209
210 stgp = st_common_program(st->ctx->GeometryProgram._Current);
211 assert(stgp->Base.Target == GL_GEOMETRY_PROGRAM_NV);
212
213 void *shader;
214
215 if (st->shader_has_one_variant[MESA_SHADER_GEOMETRY] && stgp->variants) {
216 shader = stgp->variants->driver_shader;
217 } else {
218 shader = st_get_basic_variant(st, PIPE_SHADER_GEOMETRY, &stgp->tgsi,
219 &stgp->variants)->driver_shader;
220 }
221
222 st_reference_prog(st, &st->gp, stgp);
223
224 cso_set_geometry_shader_handle(st->cso_context, shader);
225 }
226
227
228 void
229 st_update_tcp( struct st_context *st )
230 {
231 struct st_common_program *sttcp;
232
233 if (!st->ctx->TessCtrlProgram._Current) {
234 cso_set_tessctrl_shader_handle(st->cso_context, NULL);
235 st_reference_prog(st, &st->tcp, NULL);
236 return;
237 }
238
239 sttcp = st_common_program(st->ctx->TessCtrlProgram._Current);
240 assert(sttcp->Base.Target == GL_TESS_CONTROL_PROGRAM_NV);
241
242 void *shader;
243
244 if (st->shader_has_one_variant[MESA_SHADER_TESS_CTRL] && sttcp->variants) {
245 shader = sttcp->variants->driver_shader;
246 } else {
247 shader = st_get_basic_variant(st, PIPE_SHADER_TESS_CTRL, &sttcp->tgsi,
248 &sttcp->variants)->driver_shader;
249 }
250
251 st_reference_prog(st, &st->tcp, sttcp);
252
253 cso_set_tessctrl_shader_handle(st->cso_context, shader);
254 }
255
256
257 void
258 st_update_tep( struct st_context *st )
259 {
260 struct st_common_program *sttep;
261
262 if (!st->ctx->TessEvalProgram._Current) {
263 cso_set_tesseval_shader_handle(st->cso_context, NULL);
264 st_reference_prog(st, &st->tep, NULL);
265 return;
266 }
267
268 sttep = st_common_program(st->ctx->TessEvalProgram._Current);
269 assert(sttep->Base.Target == GL_TESS_EVALUATION_PROGRAM_NV);
270
271 void *shader;
272
273 if (st->shader_has_one_variant[MESA_SHADER_TESS_EVAL] && sttep->variants) {
274 shader = sttep->variants->driver_shader;
275 } else {
276 shader = st_get_basic_variant(st, PIPE_SHADER_TESS_EVAL, &sttep->tgsi,
277 &sttep->variants)->driver_shader;
278 }
279
280 st_reference_prog(st, &st->tep, sttep);
281
282 cso_set_tesseval_shader_handle(st->cso_context, shader);
283 }
284
285
286 void
287 st_update_cp( struct st_context *st )
288 {
289 struct st_compute_program *stcp;
290
291 if (!st->ctx->ComputeProgram._Current) {
292 cso_set_compute_shader_handle(st->cso_context, NULL);
293 st_reference_compprog(st, &st->cp, NULL);
294 return;
295 }
296
297 stcp = st_compute_program(st->ctx->ComputeProgram._Current);
298 assert(stcp->Base.Target == GL_COMPUTE_PROGRAM_NV);
299
300 void *shader;
301
302 if (st->shader_has_one_variant[MESA_SHADER_COMPUTE] && stcp->variants) {
303 shader = stcp->variants->driver_shader;
304 } else {
305 shader = st_get_cp_variant(st, &stcp->tgsi,
306 &stcp->variants)->driver_shader;
307 }
308
309 st_reference_compprog(st, &st->cp, stcp);
310
311 cso_set_compute_shader_handle(st->cso_context, shader);
312 }