1 /**************************************************************************
3 * Copyright 2003 Tungsten Graphics, Inc., Cedar Park, Texas.
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:
14 * The above copyright notice and this permission notice (including the
15 * next paragraph) shall be included in all copies or substantial portions
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.
26 **************************************************************************/
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.
40 #include "main/imports.h"
41 #include "main/mtypes.h"
42 #include "shader/program.h"
44 #include "pipe/p_context.h"
45 #include "pipe/p_shader_tokens.h"
47 #include "util/u_simple_shaders.h"
49 #include "cso_cache/cso_context.h"
51 #include "st_context.h"
53 #include "st_program.h"
54 #include "st_atom_shader.h"
55 #include "st_mesa_to_tgsi.h"
59 * This represents a vertex program, especially translated to match
60 * the inputs of a particular fragment shader.
62 struct translated_vertex_program
64 struct st_vertex_program
*master
;
66 /** The fragment shader "signature" this vertex shader is meant for: */
67 GLbitfield frag_inputs
;
69 /** Compared against master vertex program's serialNo: */
72 /** Maps VERT_RESULT_x to slot */
73 GLuint output_to_slot
[VERT_RESULT_MAX
];
75 /** Pointer to the translated vertex program */
76 struct st_vertex_program
*vp
;
78 struct translated_vertex_program
*next
; /**< next in linked list */
84 * Given a vertex program output attribute, return the corresponding
85 * fragment program input attribute.
86 * \return -1 for vertex outputs that have no corresponding fragment input
89 vp_out_to_fp_in(GLuint vertResult
)
91 if (vertResult
>= VERT_RESULT_TEX0
&&
92 vertResult
< VERT_RESULT_TEX0
+ MAX_TEXTURE_COORD_UNITS
)
93 return FRAG_ATTRIB_TEX0
+ (vertResult
- VERT_RESULT_TEX0
);
95 if (vertResult
>= VERT_RESULT_VAR0
&&
96 vertResult
< VERT_RESULT_VAR0
+ MAX_VARYING
)
97 return FRAG_ATTRIB_VAR0
+ (vertResult
- VERT_RESULT_VAR0
);
100 case VERT_RESULT_HPOS
:
101 return FRAG_ATTRIB_WPOS
;
102 case VERT_RESULT_COL0
:
103 return FRAG_ATTRIB_COL0
;
104 case VERT_RESULT_COL1
:
105 return FRAG_ATTRIB_COL1
;
106 case VERT_RESULT_FOGC
:
107 return FRAG_ATTRIB_FOGC
;
109 /* Back-face colors, edge flags, etc */
116 * Find a translated vertex program that corresponds to stvp and
117 * has outputs matched to stfp's inputs.
118 * This performs vertex and fragment translation (to TGSI) when needed.
120 static struct translated_vertex_program
*
121 find_translated_vp(struct st_context
*st
,
122 struct st_vertex_program
*stvp
,
123 struct st_fragment_program
*stfp
)
125 static const GLuint UNUSED
= ~0;
126 struct translated_vertex_program
*xvp
;
127 const GLbitfield fragInputsRead
= stfp
->Base
.Base
.InputsRead
;
130 * Translate fragment program if needed.
132 if (!stfp
->state
.tokens
) {
133 GLuint inAttr
, numIn
= 0;
135 for (inAttr
= 0; inAttr
< FRAG_ATTRIB_MAX
; inAttr
++) {
136 if (fragInputsRead
& (1 << inAttr
)) {
137 stfp
->input_to_slot
[inAttr
] = numIn
;
141 stfp
->input_to_slot
[inAttr
] = UNUSED
;
145 stfp
->num_input_slots
= numIn
;
147 assert(stfp
->Base
.Base
.NumInstructions
> 1);
149 st_translate_fragment_program(st
, stfp
, stfp
->input_to_slot
);
153 /* See if we've got a translated vertex program whose outputs match
154 * the fragment program's inputs.
155 * XXX This could be a hash lookup, using InputsRead as the key.
157 for (xvp
= stfp
->vertex_programs
; xvp
; xvp
= xvp
->next
) {
158 if (xvp
->master
== stvp
&& xvp
->frag_inputs
== fragInputsRead
) {
163 /* No? Allocate translated vp object now */
165 xvp
= CALLOC_STRUCT(translated_vertex_program
);
166 xvp
->frag_inputs
= fragInputsRead
;
169 xvp
->next
= stfp
->vertex_programs
;
170 stfp
->vertex_programs
= xvp
;
173 /* See if we need to translate vertex program to TGSI form */
174 if (xvp
->serialNo
!= stvp
->serialNo
) {
175 GLuint outAttr
, dummySlot
;
176 const GLbitfield outputsWritten
= stvp
->Base
.Base
.OutputsWritten
;
177 GLuint numVpOuts
= 0;
179 /* Compute mapping of vertex program outputs to slots, which depends
180 * on the fragment program's input->slot mapping.
182 for (outAttr
= 0; outAttr
< VERT_RESULT_MAX
; outAttr
++) {
184 xvp
->output_to_slot
[outAttr
] = UNUSED
;
186 if (outAttr
== VERT_RESULT_HPOS
) {
187 /* always put xformed position into slot zero */
188 xvp
->output_to_slot
[VERT_RESULT_HPOS
] = 0;
191 else if (outputsWritten
& (1 << outAttr
)) {
192 /* see if the frag prog wants this vert output */
193 GLint fpInAttrib
= vp_out_to_fp_in(outAttr
);
194 if (fpInAttrib
>= 0) {
195 GLuint fpInSlot
= stfp
->input_to_slot
[fpInAttrib
];
196 if (fpInSlot
!= ~0) {
197 GLuint vpOutSlot
= stfp
->input_map
[fpInSlot
];
198 xvp
->output_to_slot
[outAttr
] = vpOutSlot
;
202 else if (outAttr
== VERT_RESULT_PSIZ
||
203 outAttr
== VERT_RESULT_BFC0
||
204 outAttr
== VERT_RESULT_BFC1
) {
205 /* backface colors go into last slots */
206 xvp
->output_to_slot
[outAttr
] = numVpOuts
++;
210 printf("output_to_slot[%d] = %d\n", outAttr,
211 xvp->output_to_slot[outAttr]);
215 /* Unneeded vertex program outputs will go to this slot.
216 * We could use this info to do dead code elimination in the
219 dummySlot
= numVpOuts
;
221 /* Map vert program outputs that aren't used to the dummy slot */
222 for (outAttr
= 0; outAttr
< VERT_RESULT_MAX
; outAttr
++) {
223 if (outputsWritten
& (1 << outAttr
)) {
224 if (xvp
->output_to_slot
[outAttr
] == UNUSED
)
225 xvp
->output_to_slot
[outAttr
] = dummySlot
;
229 assert(stvp
->Base
.Base
.NumInstructions
> 1);
231 st_translate_vertex_program(st
, stvp
, xvp
->output_to_slot
);
235 /* translated VP is up to date now */
236 xvp
->serialNo
= stvp
->serialNo
;
244 st_free_translated_vertex_programs(struct st_context
*st
,
245 struct translated_vertex_program
*xvp
)
247 struct translated_vertex_program
*next
;
258 get_passthrough_fs(struct st_context
*st
)
260 struct pipe_shader_state shader
;
262 if (!st
->passthrough_fs
) {
264 util_make_fragment_passthrough_shader(st
->pipe
, &shader
);
265 #if 0 /* We actually need to keep the tokens around at this time */
266 free((void *) shader
.tokens
);
270 return st
->passthrough_fs
;
275 update_linkage( struct st_context
*st
)
277 struct st_vertex_program
*stvp
;
278 struct st_fragment_program
*stfp
;
279 struct translated_vertex_program
*xvp
;
281 /* find active shader and params -- Should be covered by
282 * ST_NEW_VERTEX_PROGRAM
284 assert(st
->ctx
->VertexProgram
._Current
);
285 stvp
= st_vertex_program(st
->ctx
->VertexProgram
._Current
);
286 assert(stvp
->Base
.Base
.Target
== GL_VERTEX_PROGRAM_ARB
);
288 assert(st
->ctx
->FragmentProgram
._Current
);
289 stfp
= st_fragment_program(st
->ctx
->FragmentProgram
._Current
);
290 assert(stfp
->Base
.Base
.Target
== GL_FRAGMENT_PROGRAM_ARB
);
292 xvp
= find_translated_vp(st
, stvp
, stfp
);
294 st_reference_vertprog(st
, &st
->vp
, stvp
);
295 st_reference_fragprog(st
, &st
->fp
, stfp
);
297 cso_set_vertex_shader_handle(st
->cso_context
, stvp
->driver_shader
);
299 if (st
->missing_textures
) {
300 /* use a pass-through frag shader that uses no textures */
301 void *fs
= get_passthrough_fs(st
);
302 cso_set_fragment_shader_handle(st
->cso_context
, fs
);
305 cso_set_fragment_shader_handle(st
->cso_context
, stfp
->driver_shader
);
308 st
->vertex_result_to_slot
= xvp
->output_to_slot
;
312 const struct st_tracked_state st_update_shader
= {
313 "st_update_shader", /* name */
316 ST_NEW_VERTEX_PROGRAM
| ST_NEW_FRAGMENT_PROGRAM
/* st */
318 update_linkage
/* update */