st/mesa: st_atom_shader.c C99 tidy up
[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
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 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.
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/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 /** Compress the fog function enums into a 2-bit value */
58 static GLuint
59 translate_fog_mode(GLenum mode)
60 {
61 switch (mode) {
62 case GL_LINEAR: return 1;
63 case GL_EXP: return 2;
64 case GL_EXP2: return 3;
65 default:
66 return 0;
67 }
68 }
69
70 static unsigned
71 get_texture_target(struct gl_context *ctx, const unsigned unit)
72 {
73 struct gl_texture_object *texObj = _mesa_get_tex_unit(ctx, unit)->_Current;
74 gl_texture_index index;
75
76 if (texObj) {
77 index = _mesa_tex_target_to_index(ctx, texObj->Target);
78 } else {
79 /* fallback for missing texture */
80 index = TEXTURE_2D_INDEX;
81 }
82
83 /* Map mesa texture target to TGSI texture target.
84 * Copied from st_mesa_to_tgsi.c, the shadow part is omitted */
85 switch(index) {
86 case TEXTURE_2D_MULTISAMPLE_INDEX: return TGSI_TEXTURE_2D_MSAA;
87 case TEXTURE_2D_MULTISAMPLE_ARRAY_INDEX: return TGSI_TEXTURE_2D_ARRAY_MSAA;
88 case TEXTURE_BUFFER_INDEX: return TGSI_TEXTURE_BUFFER;
89 case TEXTURE_1D_INDEX: return TGSI_TEXTURE_1D;
90 case TEXTURE_2D_INDEX: return TGSI_TEXTURE_2D;
91 case TEXTURE_3D_INDEX: return TGSI_TEXTURE_3D;
92 case TEXTURE_CUBE_INDEX: return TGSI_TEXTURE_CUBE;
93 case TEXTURE_CUBE_ARRAY_INDEX: return TGSI_TEXTURE_CUBE_ARRAY;
94 case TEXTURE_RECT_INDEX: return TGSI_TEXTURE_RECT;
95 case TEXTURE_1D_ARRAY_INDEX: return TGSI_TEXTURE_1D_ARRAY;
96 case TEXTURE_2D_ARRAY_INDEX: return TGSI_TEXTURE_2D_ARRAY;
97 case TEXTURE_EXTERNAL_INDEX: return TGSI_TEXTURE_2D;
98 default:
99 debug_assert(0);
100 return TGSI_TEXTURE_1D;
101 }
102 }
103
104
105 /**
106 * Update fragment program state/atom. This involves translating the
107 * Mesa fragment program into a gallium fragment program and binding it.
108 */
109 static void
110 update_fp( struct st_context *st )
111 {
112 struct st_fragment_program *stfp;
113 struct st_fp_variant_key key;
114
115 assert(st->ctx->FragmentProgram._Current);
116 stfp = st_fragment_program(st->ctx->FragmentProgram._Current);
117 assert(stfp->Base.Target == GL_FRAGMENT_PROGRAM_ARB);
118
119 memset(&key, 0, sizeof(key));
120 key.st = st->has_shareable_shaders ? NULL : st;
121
122 /* _NEW_FRAG_CLAMP */
123 key.clamp_color = st->clamp_frag_color_in_shader &&
124 st->ctx->Color._ClampFragmentColor;
125
126 /* _NEW_MULTISAMPLE | _NEW_BUFFERS */
127 key.persample_shading =
128 st->force_persample_in_shader &&
129 _mesa_is_multisample_enabled(st->ctx) &&
130 st->ctx->Multisample.SampleShading &&
131 st->ctx->Multisample.MinSampleShadingValue *
132 _mesa_geometric_samples(st->ctx->DrawBuffer) > 1;
133
134 if (stfp->ati_fs) {
135 if (st->ctx->Fog.Enabled) {
136 key.fog = translate_fog_mode(st->ctx->Fog.Mode);
137 }
138
139 for (unsigned u = 0; u < MAX_NUM_FRAGMENT_REGISTERS_ATI; u++) {
140 key.texture_targets[u] = get_texture_target(st->ctx, u);
141 }
142 }
143
144 key.external = st_get_external_sampler_key(st, &stfp->Base);
145
146 st->fp_variant = st_get_fp_variant(st, stfp, &key);
147
148 st_reference_fragprog(st, &st->fp, stfp);
149
150 cso_set_fragment_shader_handle(st->cso_context,
151 st->fp_variant->driver_shader);
152 }
153
154
155 const struct st_tracked_state st_update_fp = {
156 update_fp /* update */
157 };
158
159
160
161 /**
162 * Update vertex program state/atom. This involves translating the
163 * Mesa vertex program into a gallium fragment program and binding it.
164 */
165 static void
166 update_vp( struct st_context *st )
167 {
168 struct st_vertex_program *stvp;
169 struct st_vp_variant_key key;
170
171 /* find active shader and params -- Should be covered by
172 * ST_NEW_VERTEX_PROGRAM
173 */
174 assert(st->ctx->VertexProgram._Current);
175 stvp = st_vertex_program(st->ctx->VertexProgram._Current);
176 assert(stvp->Base.Target == GL_VERTEX_PROGRAM_ARB);
177
178 memset(&key, 0, sizeof key);
179 key.st = st->has_shareable_shaders ? NULL : st;
180
181 /* When this is true, we will add an extra input to the vertex
182 * shader translation (for edgeflags), an extra output with
183 * edgeflag semantics, and extend the vertex shader to pass through
184 * the input to the output. We'll need to use similar logic to set
185 * up the extra vertex_element input for edgeflags.
186 */
187 key.passthrough_edgeflags = st->vertdata_edgeflags;
188
189 key.clamp_color = st->clamp_vert_color_in_shader &&
190 st->ctx->Light._ClampVertexColor &&
191 (stvp->Base.info.outputs_written &
192 (VARYING_SLOT_COL0 |
193 VARYING_SLOT_COL1 |
194 VARYING_SLOT_BFC0 |
195 VARYING_SLOT_BFC1));
196
197 st->vp_variant = st_get_vp_variant(st, stvp, &key);
198
199 st_reference_vertprog(st, &st->vp, stvp);
200
201 cso_set_vertex_shader_handle(st->cso_context,
202 st->vp_variant->driver_shader);
203
204 st->vertex_result_to_slot = stvp->result_to_output;
205 }
206
207
208 const struct st_tracked_state st_update_vp = {
209 update_vp /* update */
210 };
211
212
213
214 static void
215 update_gp( struct st_context *st )
216 {
217 struct st_geometry_program *stgp;
218
219 if (!st->ctx->GeometryProgram._Current) {
220 cso_set_geometry_shader_handle(st->cso_context, NULL);
221 st_reference_geomprog(st, &st->gp, NULL);
222 return;
223 }
224
225 stgp = st_geometry_program(st->ctx->GeometryProgram._Current);
226 assert(stgp->Base.Target == GL_GEOMETRY_PROGRAM_NV);
227
228 st->gp_variant = st_get_basic_variant(st, PIPE_SHADER_GEOMETRY,
229 &stgp->tgsi, &stgp->variants);
230
231 st_reference_geomprog(st, &st->gp, stgp);
232
233 cso_set_geometry_shader_handle(st->cso_context,
234 st->gp_variant->driver_shader);
235 }
236
237 const struct st_tracked_state st_update_gp = {
238 update_gp /* update */
239 };
240
241
242
243 static void
244 update_tcp( struct st_context *st )
245 {
246 struct st_tessctrl_program *sttcp;
247
248 if (!st->ctx->TessCtrlProgram._Current) {
249 cso_set_tessctrl_shader_handle(st->cso_context, NULL);
250 st_reference_tesscprog(st, &st->tcp, NULL);
251 return;
252 }
253
254 sttcp = st_tessctrl_program(st->ctx->TessCtrlProgram._Current);
255 assert(sttcp->Base.Target == GL_TESS_CONTROL_PROGRAM_NV);
256
257 st->tcp_variant = st_get_basic_variant(st, PIPE_SHADER_TESS_CTRL,
258 &sttcp->tgsi, &sttcp->variants);
259
260 st_reference_tesscprog(st, &st->tcp, sttcp);
261
262 cso_set_tessctrl_shader_handle(st->cso_context,
263 st->tcp_variant->driver_shader);
264 }
265
266 const struct st_tracked_state st_update_tcp = {
267 update_tcp /* update */
268 };
269
270
271
272 static void
273 update_tep( struct st_context *st )
274 {
275 struct st_tesseval_program *sttep;
276
277 if (!st->ctx->TessEvalProgram._Current) {
278 cso_set_tesseval_shader_handle(st->cso_context, NULL);
279 st_reference_tesseprog(st, &st->tep, NULL);
280 return;
281 }
282
283 sttep = st_tesseval_program(st->ctx->TessEvalProgram._Current);
284 assert(sttep->Base.Target == GL_TESS_EVALUATION_PROGRAM_NV);
285
286 st->tep_variant = st_get_basic_variant(st, PIPE_SHADER_TESS_EVAL,
287 &sttep->tgsi, &sttep->variants);
288
289 st_reference_tesseprog(st, &st->tep, sttep);
290
291 cso_set_tesseval_shader_handle(st->cso_context,
292 st->tep_variant->driver_shader);
293 }
294
295 const struct st_tracked_state st_update_tep = {
296 update_tep /* update */
297 };
298
299
300
301 static void
302 update_cp( struct st_context *st )
303 {
304 struct st_compute_program *stcp;
305
306 if (!st->ctx->ComputeProgram._Current) {
307 cso_set_compute_shader_handle(st->cso_context, NULL);
308 st_reference_compprog(st, &st->cp, NULL);
309 return;
310 }
311
312 stcp = st_compute_program(st->ctx->ComputeProgram._Current);
313 assert(stcp->Base.Target == GL_COMPUTE_PROGRAM_NV);
314
315 st->cp_variant = st_get_cp_variant(st, &stcp->tgsi, &stcp->variants);
316
317 st_reference_compprog(st, &st->cp, stcp);
318
319 cso_set_compute_shader_handle(st->cso_context,
320 st->cp_variant->driver_shader);
321 }
322
323 const struct st_tracked_state st_update_cp = {
324 update_cp /* update */
325 };