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 "main/macros.h"
43 #include "shader/program.h"
45 #include "pipe/p_context.h"
46 #include "pipe/p_shader_tokens.h"
48 #include "util/u_simple_shaders.h"
50 #include "cso_cache/cso_context.h"
52 #include "st_context.h"
54 #include "st_program.h"
55 #include "st_atom_shader.h"
56 #include "st_mesa_to_tgsi.h"
60 * This represents a vertex program, especially translated to match
61 * the inputs of a particular fragment shader.
63 struct translated_vertex_program
65 struct st_vertex_program
*master
;
67 /** The fragment shader "signature" this vertex shader is meant for: */
68 GLbitfield frag_inputs
;
70 /** Compared against master vertex program's serialNo: */
73 /** Maps VERT_RESULT_x to slot */
74 GLuint output_to_slot
[VERT_RESULT_MAX
];
75 ubyte output_to_semantic_name
[VERT_RESULT_MAX
];
76 ubyte output_to_semantic_index
[VERT_RESULT_MAX
];
78 /** Pointer to the translated vertex program */
79 struct st_vertex_program
*vp
;
81 struct translated_vertex_program
*next
; /**< next in linked list */
87 * Given a vertex program output attribute, return the corresponding
88 * fragment program input attribute.
89 * \return -1 for vertex outputs that have no corresponding fragment input
92 vp_out_to_fp_in(GLuint vertResult
)
94 if (vertResult
>= VERT_RESULT_TEX0
&&
95 vertResult
< VERT_RESULT_TEX0
+ MAX_TEXTURE_COORD_UNITS
)
96 return FRAG_ATTRIB_TEX0
+ (vertResult
- VERT_RESULT_TEX0
);
98 if (vertResult
>= VERT_RESULT_VAR0
&&
99 vertResult
< VERT_RESULT_VAR0
+ MAX_VARYING
)
100 return FRAG_ATTRIB_VAR0
+ (vertResult
- VERT_RESULT_VAR0
);
102 switch (vertResult
) {
103 case VERT_RESULT_HPOS
:
104 return FRAG_ATTRIB_WPOS
;
105 case VERT_RESULT_COL0
:
106 return FRAG_ATTRIB_COL0
;
107 case VERT_RESULT_COL1
:
108 return FRAG_ATTRIB_COL1
;
109 case VERT_RESULT_FOGC
:
110 return FRAG_ATTRIB_FOGC
;
112 /* Back-face colors, edge flags, etc */
119 * Find a translated vertex program that corresponds to stvp and
120 * has outputs matched to stfp's inputs.
121 * This performs vertex and fragment translation (to TGSI) when needed.
123 static struct translated_vertex_program
*
124 find_translated_vp(struct st_context
*st
,
125 struct st_vertex_program
*stvp
,
126 struct st_fragment_program
*stfp
)
128 static const GLuint UNUSED
= ~0;
129 struct translated_vertex_program
*xvp
;
130 const GLbitfield fragInputsRead
= stfp
->Base
.Base
.InputsRead
;
133 * Translate fragment program if needed.
135 if (!stfp
->state
.tokens
) {
136 GLuint inAttr
, numIn
= 0;
138 for (inAttr
= 0; inAttr
< FRAG_ATTRIB_MAX
; inAttr
++) {
139 if (fragInputsRead
& (1 << inAttr
)) {
140 stfp
->input_to_slot
[inAttr
] = numIn
;
144 stfp
->input_to_slot
[inAttr
] = UNUSED
;
148 stfp
->num_input_slots
= numIn
;
150 assert(stfp
->Base
.Base
.NumInstructions
> 1);
152 st_translate_fragment_program(st
, stfp
, stfp
->input_to_slot
);
156 /* See if we've got a translated vertex program whose outputs match
157 * the fragment program's inputs.
158 * XXX This could be a hash lookup, using InputsRead as the key.
160 for (xvp
= stfp
->vertex_programs
; xvp
; xvp
= xvp
->next
) {
161 if (xvp
->master
== stvp
&& xvp
->frag_inputs
== fragInputsRead
) {
166 /* No? Allocate translated vp object now */
168 xvp
= ST_CALLOC_STRUCT(translated_vertex_program
);
169 xvp
->frag_inputs
= fragInputsRead
;
172 xvp
->next
= stfp
->vertex_programs
;
173 stfp
->vertex_programs
= xvp
;
176 /* See if we need to translate vertex program to TGSI form */
177 if (xvp
->serialNo
!= stvp
->serialNo
) {
178 GLuint outAttr
, dummySlot
;
179 const GLbitfield outputsWritten
= stvp
->Base
.Base
.OutputsWritten
;
180 GLuint numVpOuts
= 0;
181 GLboolean emitPntSize
= GL_FALSE
, emitBFC0
= GL_FALSE
, emitBFC1
= GL_FALSE
;
184 /* Compute mapping of vertex program outputs to slots, which depends
185 * on the fragment program's input->slot mapping.
187 for (outAttr
= 0; outAttr
< VERT_RESULT_MAX
; outAttr
++) {
189 xvp
->output_to_slot
[outAttr
] = UNUSED
;
190 xvp
->output_to_semantic_name
[outAttr
] = TGSI_SEMANTIC_COUNT
;
191 xvp
->output_to_semantic_index
[outAttr
] = 99;
193 if (outAttr
== VERT_RESULT_HPOS
) {
194 /* always put xformed position into slot zero */
195 xvp
->output_to_slot
[VERT_RESULT_HPOS
] = 0;
196 xvp
->output_to_semantic_name
[outAttr
] = TGSI_SEMANTIC_POSITION
;
197 xvp
->output_to_semantic_index
[outAttr
] = 0;
200 else if (outputsWritten
& (1 << outAttr
)) {
201 /* see if the frag prog wants this vert output */
202 GLint fpInAttrib
= vp_out_to_fp_in(outAttr
);
203 if (fpInAttrib
>= 0) {
204 GLuint fpInSlot
= stfp
->input_to_slot
[fpInAttrib
];
205 if (fpInSlot
!= ~0) {
206 /* match this vp output to the fp input */
207 GLuint vpOutSlot
= stfp
->input_map
[fpInSlot
];
208 xvp
->output_to_slot
[outAttr
] = vpOutSlot
;
209 xvp
->output_to_semantic_name
[outAttr
] = stfp
->input_semantic_name
[fpInSlot
];
210 xvp
->output_to_semantic_index
[outAttr
] = stfp
->input_semantic_index
[fpInSlot
];
214 else if (outAttr
== VERT_RESULT_PSIZ
)
215 emitPntSize
= GL_TRUE
;
216 else if (outAttr
== VERT_RESULT_BFC0
)
218 else if (outAttr
== VERT_RESULT_BFC1
)
222 printf("assign vp output_to_slot[%d] = %d\n", outAttr
,
223 xvp
->output_to_slot
[outAttr
]);
227 /* must do these last */
229 xvp
->output_to_slot
[VERT_RESULT_PSIZ
] = numVpOuts
++;
230 xvp
->output_to_semantic_name
[VERT_RESULT_PSIZ
] = TGSI_SEMANTIC_PSIZE
;
231 xvp
->output_to_semantic_index
[VERT_RESULT_PSIZ
] = 0;
234 xvp
->output_to_slot
[VERT_RESULT_BFC0
] = numVpOuts
++;
235 xvp
->output_to_semantic_name
[VERT_RESULT_BFC0
] = TGSI_SEMANTIC_COLOR
;
236 xvp
->output_to_semantic_index
[VERT_RESULT_BFC0
] = 0;
239 xvp
->output_to_slot
[VERT_RESULT_BFC1
] = numVpOuts
++;
240 xvp
->output_to_semantic_name
[VERT_RESULT_BFC0
] = TGSI_SEMANTIC_COLOR
;
241 xvp
->output_to_semantic_index
[VERT_RESULT_BFC0
] = 1;
244 /* Unneeded vertex program outputs will go to this slot.
245 * We could use this info to do dead code elimination in the
248 dummySlot
= numVpOuts
;
250 /* find max GENERIC slot index */
252 for (outAttr
= 0; outAttr
< VERT_RESULT_MAX
; outAttr
++) {
253 if (xvp
->output_to_semantic_name
[outAttr
] == TGSI_SEMANTIC_GENERIC
) {
254 maxGeneric
= MAX2(maxGeneric
,
255 xvp
->output_to_semantic_index
[outAttr
]);
259 /* Map vert program outputs that aren't used to the dummy slot
260 * (and an unused generic attribute slot).
262 for (outAttr
= 0; outAttr
< VERT_RESULT_MAX
; outAttr
++) {
263 if (outputsWritten
& (1 << outAttr
)) {
264 if (xvp
->output_to_slot
[outAttr
] == UNUSED
) {
265 xvp
->output_to_slot
[outAttr
] = dummySlot
;
266 xvp
->output_to_semantic_name
[outAttr
] = TGSI_SEMANTIC_GENERIC
;
267 xvp
->output_to_semantic_index
[outAttr
] = maxGeneric
+ 1;
272 printf("vp output_to_slot[%d] = %d\n", outAttr
,
273 xvp
->output_to_slot
[outAttr
]);
277 assert(stvp
->Base
.Base
.NumInstructions
> 1);
279 st_translate_vertex_program(st
, stvp
, xvp
->output_to_slot
,
280 xvp
->output_to_semantic_name
,
281 xvp
->output_to_semantic_index
);
285 /* translated VP is up to date now */
286 xvp
->serialNo
= stvp
->serialNo
;
294 st_free_translated_vertex_programs(struct st_context
*st
,
295 struct translated_vertex_program
*xvp
)
297 struct translated_vertex_program
*next
;
308 get_passthrough_fs(struct st_context
*st
)
310 struct pipe_shader_state shader
;
312 if (!st
->passthrough_fs
) {
314 util_make_fragment_passthrough_shader(st
->pipe
, &shader
);
315 #if 0 /* We actually need to keep the tokens around at this time */
316 _mesa_free((void *) shader
.tokens
);
320 return st
->passthrough_fs
;
325 update_linkage( struct st_context
*st
)
327 struct st_vertex_program
*stvp
;
328 struct st_fragment_program
*stfp
;
329 struct translated_vertex_program
*xvp
;
331 /* find active shader and params -- Should be covered by
332 * ST_NEW_VERTEX_PROGRAM
334 assert(st
->ctx
->VertexProgram
._Current
);
335 stvp
= st_vertex_program(st
->ctx
->VertexProgram
._Current
);
336 assert(stvp
->Base
.Base
.Target
== GL_VERTEX_PROGRAM_ARB
);
338 assert(st
->ctx
->FragmentProgram
._Current
);
339 stfp
= st_fragment_program(st
->ctx
->FragmentProgram
._Current
);
340 assert(stfp
->Base
.Base
.Target
== GL_FRAGMENT_PROGRAM_ARB
);
342 xvp
= find_translated_vp(st
, stvp
, stfp
);
344 st_reference_vertprog(st
, &st
->vp
, stvp
);
345 st_reference_fragprog(st
, &st
->fp
, stfp
);
347 cso_set_vertex_shader_handle(st
->cso_context
, stvp
->driver_shader
);
349 if (st
->missing_textures
) {
350 /* use a pass-through frag shader that uses no textures */
351 void *fs
= get_passthrough_fs(st
);
352 cso_set_fragment_shader_handle(st
->cso_context
, fs
);
355 cso_set_fragment_shader_handle(st
->cso_context
, stfp
->driver_shader
);
358 st
->vertex_result_to_slot
= xvp
->output_to_slot
;
362 const struct st_tracked_state st_update_shader
= {
363 "st_update_shader", /* name */
366 ST_NEW_VERTEX_PROGRAM
| ST_NEW_FRAGMENT_PROGRAM
/* st */
368 update_linkage
/* update */