Merge branch 'gallium-noconstbuf'
[mesa.git] / src / mesa / state_tracker / st_atom_shader.c
1 /**************************************************************************
2 *
3 * Copyright 2003 Tungsten Graphics, Inc., Cedar Park, Texas.
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 TUNGSTEN GRAPHICS 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/macros.h"
41 #include "shader/program.h"
42
43 #include "pipe/p_context.h"
44 #include "pipe/p_shader_tokens.h"
45
46 #include "util/u_simple_shaders.h"
47
48 #include "cso_cache/cso_context.h"
49
50 #include "st_context.h"
51 #include "st_atom.h"
52 #include "st_program.h"
53 #include "st_atom_shader.h"
54 #include "st_mesa_to_tgsi.h"
55
56
57
58 /**
59 * Translate fragment program if needed.
60 */
61 static void
62 translate_fp(struct st_context *st,
63 struct st_fragment_program *stfp)
64 {
65 const GLbitfield fragInputsRead = stfp->Base.Base.InputsRead;
66
67 if (!stfp->state.tokens) {
68 GLuint inAttr, numIn = 0;
69
70 for (inAttr = 0; inAttr < FRAG_ATTRIB_MAX; inAttr++) {
71 if (fragInputsRead & (1 << inAttr)) {
72 stfp->input_to_slot[inAttr] = numIn;
73 numIn++;
74 }
75 else {
76 stfp->input_to_slot[inAttr] = -1;
77 }
78 }
79
80 stfp->num_input_slots = numIn;
81
82 assert(stfp->Base.Base.NumInstructions > 1);
83
84 st_translate_fragment_program(st, stfp, stfp->input_to_slot);
85 }
86 }
87
88
89
90 /**
91 * Find a translated vertex program that corresponds to stvp and
92 * has outputs matched to stfp's inputs.
93 * This performs vertex and fragment translation (to TGSI) when needed.
94 */
95 static struct st_vp_varient *
96 find_translated_vp(struct st_context *st,
97 struct st_vertex_program *stvp )
98 {
99 struct st_vp_varient *vpv;
100 struct st_vp_varient_key key;
101
102 /* Nothing in our key yet. This will change:
103 */
104 memset(&key, 0, sizeof key);
105
106 /* When this is true, we will add an extra input to the vertex
107 * shader translation (for edgeflags), an extra output with
108 * edgeflag semantics, and extend the vertex shader to pass through
109 * the input to the output. We'll need to use similar logic to set
110 * up the extra vertex_element input for edgeflags.
111 * _NEW_POLYGON, ST_NEW_EDGEFLAGS_DATA
112 */
113 key.passthrough_edgeflags = (st->vertdata_edgeflags && (
114 st->ctx->Polygon.FrontMode != GL_FILL ||
115 st->ctx->Polygon.BackMode != GL_FILL));
116
117
118 /* Do we need to throw away old translations after a change in the
119 * GL program string?
120 */
121 if (stvp->serialNo != stvp->lastSerialNo) {
122 /* These may have changed if the program string changed.
123 */
124 st_prepare_vertex_program( st, stvp );
125
126 /* We are now up-to-date:
127 */
128 stvp->lastSerialNo = stvp->serialNo;
129 }
130
131 /* See if we've got a translated vertex program whose outputs match
132 * the fragment program's inputs.
133 */
134 for (vpv = stvp->varients; vpv; vpv = vpv->next) {
135 if (memcmp(&vpv->key, &key, sizeof key) == 0) {
136 break;
137 }
138 }
139
140 /* No? Perform new translation here. */
141 if (!vpv) {
142 vpv = st_translate_vertex_program(st, stvp, &key);
143 if (!vpv)
144 return NULL;
145
146 vpv->next = stvp->varients;
147 stvp->varients = vpv;
148 }
149
150 return vpv;
151 }
152
153
154 /**
155 * Return pointer to a pass-through fragment shader.
156 * This shader is used when a texture is missing/incomplete.
157 */
158 static void *
159 get_passthrough_fs(struct st_context *st)
160 {
161 if (!st->passthrough_fs) {
162 st->passthrough_fs =
163 util_make_fragment_passthrough_shader(st->pipe);
164 }
165
166 return st->passthrough_fs;
167 }
168
169
170 /**
171 * Update fragment program state/atom. This involves translating the
172 * Mesa fragment program into a gallium fragment program and binding it.
173 */
174 static void
175 update_fp( struct st_context *st )
176 {
177 struct st_fragment_program *stfp;
178
179 assert(st->ctx->FragmentProgram._Current);
180 stfp = st_fragment_program(st->ctx->FragmentProgram._Current);
181 assert(stfp->Base.Base.Target == GL_FRAGMENT_PROGRAM_ARB);
182
183 translate_fp(st, stfp);
184
185 st_reference_fragprog(st, &st->fp, stfp);
186
187 if (st->missing_textures) {
188 /* use a pass-through frag shader that uses no textures */
189 void *fs = get_passthrough_fs(st);
190 cso_set_fragment_shader_handle(st->cso_context, fs);
191 }
192 else {
193 cso_set_fragment_shader_handle(st->cso_context, stfp->driver_shader);
194 }
195 }
196
197
198 const struct st_tracked_state st_update_fp = {
199 "st_update_fp", /* name */
200 { /* dirty */
201 0, /* mesa */
202 ST_NEW_FRAGMENT_PROGRAM /* st */
203 },
204 update_fp /* update */
205 };
206
207
208
209 /**
210 * Update vertex program state/atom. This involves translating the
211 * Mesa vertex program into a gallium fragment program and binding it.
212 */
213 static void
214 update_vp( struct st_context *st )
215 {
216 struct st_vertex_program *stvp;
217
218 /* find active shader and params -- Should be covered by
219 * ST_NEW_VERTEX_PROGRAM
220 */
221 assert(st->ctx->VertexProgram._Current);
222 stvp = st_vertex_program(st->ctx->VertexProgram._Current);
223 assert(stvp->Base.Base.Target == GL_VERTEX_PROGRAM_ARB);
224
225 st->vp_varient = find_translated_vp(st, stvp);
226
227 st_reference_vertprog(st, &st->vp, stvp);
228
229 cso_set_vertex_shader_handle(st->cso_context,
230 st->vp_varient->driver_shader);
231
232 st->vertex_result_to_slot = stvp->result_to_output;
233 }
234
235
236 const struct st_tracked_state st_update_vp = {
237 "st_update_vp", /* name */
238 { /* dirty */
239 _NEW_POLYGON, /* mesa */
240 ST_NEW_VERTEX_PROGRAM | ST_NEW_EDGEFLAGS_DATA /* st */
241 },
242 update_vp /* update */
243 };