1 /**************************************************************************
3 * Copyright 2003 VMware, Inc.
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 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.
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.
38 #include "main/imports.h"
39 #include "main/mtypes.h"
40 #include "main/framebuffer.h"
41 #include "program/program.h"
43 #include "pipe/p_context.h"
44 #include "pipe/p_shader_tokens.h"
45 #include "util/u_simple_shaders.h"
46 #include "cso_cache/cso_context.h"
48 #include "st_context.h"
50 #include "st_program.h"
54 * Update fragment program state/atom. This involves translating the
55 * Mesa fragment program into a gallium fragment program and binding it.
58 update_fp( struct st_context
*st
)
60 struct st_fragment_program
*stfp
;
61 struct st_fp_variant_key key
;
63 assert(st
->ctx
->FragmentProgram
._Current
);
64 stfp
= st_fragment_program(st
->ctx
->FragmentProgram
._Current
);
65 assert(stfp
->Base
.Base
.Target
== GL_FRAGMENT_PROGRAM_ARB
);
67 memset(&key
, 0, sizeof(key
));
68 key
.st
= st
->has_shareable_shaders
? NULL
: st
;
71 key
.clamp_color
= st
->clamp_frag_color_in_shader
&&
72 st
->ctx
->Color
._ClampFragmentColor
;
74 /* _NEW_MULTISAMPLE | _NEW_BUFFERS */
75 key
.persample_shading
=
76 st
->force_persample_in_shader
&&
77 st
->ctx
->Multisample
._Enabled
&&
78 st
->ctx
->Multisample
.SampleShading
&&
79 st
->ctx
->Multisample
.MinSampleShadingValue
*
80 _mesa_geometric_samples(st
->ctx
->DrawBuffer
) > 1;
82 st
->fp_variant
= st_get_fp_variant(st
, stfp
, &key
);
84 st_reference_fragprog(st
, &st
->fp
, stfp
);
86 cso_set_fragment_shader_handle(st
->cso_context
,
87 st
->fp_variant
->driver_shader
);
91 const struct st_tracked_state st_update_fp
= {
92 "st_update_fp", /* name */
94 _NEW_BUFFERS
| _NEW_MULTISAMPLE
, /* mesa */
95 ST_NEW_FRAGMENT_PROGRAM
/* st */
97 update_fp
/* update */
103 * Update vertex program state/atom. This involves translating the
104 * Mesa vertex program into a gallium fragment program and binding it.
107 update_vp( struct st_context
*st
)
109 struct st_vertex_program
*stvp
;
110 struct st_vp_variant_key key
;
112 /* find active shader and params -- Should be covered by
113 * ST_NEW_VERTEX_PROGRAM
115 assert(st
->ctx
->VertexProgram
._Current
);
116 stvp
= st_vertex_program(st
->ctx
->VertexProgram
._Current
);
117 assert(stvp
->Base
.Base
.Target
== GL_VERTEX_PROGRAM_ARB
);
119 memset(&key
, 0, sizeof key
);
120 key
.st
= st
->has_shareable_shaders
? NULL
: st
;
122 /* When this is true, we will add an extra input to the vertex
123 * shader translation (for edgeflags), an extra output with
124 * edgeflag semantics, and extend the vertex shader to pass through
125 * the input to the output. We'll need to use similar logic to set
126 * up the extra vertex_element input for edgeflags.
128 key
.passthrough_edgeflags
= st
->vertdata_edgeflags
;
130 key
.clamp_color
= st
->clamp_vert_color_in_shader
&&
131 st
->ctx
->Light
._ClampVertexColor
&&
132 (stvp
->Base
.Base
.OutputsWritten
&
138 st
->vp_variant
= st_get_vp_variant(st
, stvp
, &key
);
140 st_reference_vertprog(st
, &st
->vp
, stvp
);
142 cso_set_vertex_shader_handle(st
->cso_context
,
143 st
->vp_variant
->driver_shader
);
145 st
->vertex_result_to_slot
= stvp
->result_to_output
;
149 const struct st_tracked_state st_update_vp
= {
150 "st_update_vp", /* name */
153 ST_NEW_VERTEX_PROGRAM
/* st */
155 update_vp
/* update */
161 update_gp( struct st_context
*st
)
163 struct st_geometry_program
*stgp
;
165 if (!st
->ctx
->GeometryProgram
._Current
) {
166 cso_set_geometry_shader_handle(st
->cso_context
, NULL
);
170 stgp
= st_geometry_program(st
->ctx
->GeometryProgram
._Current
);
171 assert(stgp
->Base
.Base
.Target
== GL_GEOMETRY_PROGRAM_NV
);
173 st
->gp_variant
= st_get_basic_variant(st
, PIPE_SHADER_GEOMETRY
,
174 &stgp
->tgsi
, &stgp
->variants
);
176 st_reference_geomprog(st
, &st
->gp
, stgp
);
178 cso_set_geometry_shader_handle(st
->cso_context
,
179 st
->gp_variant
->driver_shader
);
182 const struct st_tracked_state st_update_gp
= {
183 "st_update_gp", /* name */
186 ST_NEW_GEOMETRY_PROGRAM
/* st */
188 update_gp
/* update */
194 update_tcp( struct st_context
*st
)
196 struct st_tessctrl_program
*sttcp
;
198 if (!st
->ctx
->TessCtrlProgram
._Current
) {
199 cso_set_tessctrl_shader_handle(st
->cso_context
, NULL
);
203 sttcp
= st_tessctrl_program(st
->ctx
->TessCtrlProgram
._Current
);
204 assert(sttcp
->Base
.Base
.Target
== GL_TESS_CONTROL_PROGRAM_NV
);
206 st
->tcp_variant
= st_get_basic_variant(st
, PIPE_SHADER_TESS_CTRL
,
207 &sttcp
->tgsi
, &sttcp
->variants
);
209 st_reference_tesscprog(st
, &st
->tcp
, sttcp
);
211 cso_set_tessctrl_shader_handle(st
->cso_context
,
212 st
->tcp_variant
->driver_shader
);
215 const struct st_tracked_state st_update_tcp
= {
216 "st_update_tcp", /* name */
219 ST_NEW_TESSCTRL_PROGRAM
/* st */
221 update_tcp
/* update */
227 update_tep( struct st_context
*st
)
229 struct st_tesseval_program
*sttep
;
231 if (!st
->ctx
->TessEvalProgram
._Current
) {
232 cso_set_tesseval_shader_handle(st
->cso_context
, NULL
);
236 sttep
= st_tesseval_program(st
->ctx
->TessEvalProgram
._Current
);
237 assert(sttep
->Base
.Base
.Target
== GL_TESS_EVALUATION_PROGRAM_NV
);
239 st
->tep_variant
= st_get_basic_variant(st
, PIPE_SHADER_TESS_EVAL
,
240 &sttep
->tgsi
, &sttep
->variants
);
242 st_reference_tesseprog(st
, &st
->tep
, sttep
);
244 cso_set_tesseval_shader_handle(st
->cso_context
,
245 st
->tep_variant
->driver_shader
);
248 const struct st_tracked_state st_update_tep
= {
249 "st_update_tep", /* name */
252 ST_NEW_TESSEVAL_PROGRAM
/* st */
254 update_tep
/* update */
260 update_cp( struct st_context
*st
)
262 struct st_compute_program
*stcp
;
264 if (!st
->ctx
->ComputeProgram
._Current
) {
265 cso_set_compute_shader_handle(st
->cso_context
, NULL
);
269 stcp
= st_compute_program(st
->ctx
->ComputeProgram
._Current
);
270 assert(stcp
->Base
.Base
.Target
== GL_COMPUTE_PROGRAM_NV
);
272 st
->cp_variant
= st_get_cp_variant(st
, &stcp
->tgsi
, &stcp
->variants
);
274 st_reference_compprog(st
, &st
->cp
, stcp
);
276 cso_set_compute_shader_handle(st
->cso_context
,
277 st
->cp_variant
->driver_shader
);
280 const struct st_tracked_state st_update_cp
= {
281 "st_update_cp", /* name */
284 ST_NEW_COMPUTE_PROGRAM
/* st */
286 update_cp
/* update */