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 "main/texobj.h"
42 #include "main/texstate.h"
43 #include "program/program.h"
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"
51 #include "st_context.h"
53 #include "st_program.h"
56 /** Compress the fog function enums into a 2-bit value */
58 translate_fog_mode(GLenum mode
)
61 case GL_LINEAR
: return 1;
62 case GL_EXP
: return 2;
63 case GL_EXP2
: return 3;
70 get_texture_target(struct gl_context
*ctx
, const unsigned unit
)
72 struct gl_texture_object
*texObj
= _mesa_get_tex_unit(ctx
, unit
)->_Current
;
73 gl_texture_index index
;
76 index
= _mesa_tex_target_to_index(ctx
, texObj
->Target
);
78 /* fallback for missing texture */
79 index
= TEXTURE_2D_INDEX
;
82 /* Map mesa texture target to TGSI texture target.
83 * Copied from st_mesa_to_tgsi.c, the shadow part is omitted */
85 case TEXTURE_2D_MULTISAMPLE_INDEX
: return TGSI_TEXTURE_2D_MSAA
;
86 case TEXTURE_2D_MULTISAMPLE_ARRAY_INDEX
: return TGSI_TEXTURE_2D_ARRAY_MSAA
;
87 case TEXTURE_BUFFER_INDEX
: return TGSI_TEXTURE_BUFFER
;
88 case TEXTURE_1D_INDEX
: return TGSI_TEXTURE_1D
;
89 case TEXTURE_2D_INDEX
: return TGSI_TEXTURE_2D
;
90 case TEXTURE_3D_INDEX
: return TGSI_TEXTURE_3D
;
91 case TEXTURE_CUBE_INDEX
: return TGSI_TEXTURE_CUBE
;
92 case TEXTURE_CUBE_ARRAY_INDEX
: return TGSI_TEXTURE_CUBE_ARRAY
;
93 case TEXTURE_RECT_INDEX
: return TGSI_TEXTURE_RECT
;
94 case TEXTURE_1D_ARRAY_INDEX
: return TGSI_TEXTURE_1D_ARRAY
;
95 case TEXTURE_2D_ARRAY_INDEX
: return TGSI_TEXTURE_2D_ARRAY
;
96 case TEXTURE_EXTERNAL_INDEX
: return TGSI_TEXTURE_2D
;
99 return TGSI_TEXTURE_1D
;
105 * Update fragment program state/atom. This involves translating the
106 * Mesa fragment program into a gallium fragment program and binding it.
109 update_fp( struct st_context
*st
)
111 struct st_fragment_program
*stfp
;
112 struct st_fp_variant_key key
;
114 assert(st
->ctx
->FragmentProgram
._Current
);
115 stfp
= st_fragment_program(st
->ctx
->FragmentProgram
._Current
);
116 assert(stfp
->Base
.Base
.Target
== GL_FRAGMENT_PROGRAM_ARB
);
118 memset(&key
, 0, sizeof(key
));
119 key
.st
= st
->has_shareable_shaders
? NULL
: st
;
121 /* _NEW_FRAG_CLAMP */
122 key
.clamp_color
= st
->clamp_frag_color_in_shader
&&
123 st
->ctx
->Color
._ClampFragmentColor
;
125 /* _NEW_MULTISAMPLE | _NEW_BUFFERS */
126 key
.persample_shading
=
127 st
->force_persample_in_shader
&&
128 _mesa_is_multisample_enabled(st
->ctx
) &&
129 st
->ctx
->Multisample
.SampleShading
&&
130 st
->ctx
->Multisample
.MinSampleShadingValue
*
131 _mesa_geometric_samples(st
->ctx
->DrawBuffer
) > 1;
136 if (st
->ctx
->Fog
.Enabled
) {
137 key
.fog
= translate_fog_mode(st
->ctx
->Fog
.Mode
);
140 for (u
= 0; u
< MAX_NUM_FRAGMENT_REGISTERS_ATI
; u
++) {
141 key
.texture_targets
[u
] = get_texture_target(st
->ctx
, u
);
145 st
->fp_variant
= st_get_fp_variant(st
, stfp
, &key
);
147 st_reference_fragprog(st
, &st
->fp
, stfp
);
149 cso_set_fragment_shader_handle(st
->cso_context
,
150 st
->fp_variant
->driver_shader
);
154 const struct st_tracked_state st_update_fp
= {
155 update_fp
/* update */
161 * Update vertex program state/atom. This involves translating the
162 * Mesa vertex program into a gallium fragment program and binding it.
165 update_vp( struct st_context
*st
)
167 struct st_vertex_program
*stvp
;
168 struct st_vp_variant_key key
;
170 /* find active shader and params -- Should be covered by
171 * ST_NEW_VERTEX_PROGRAM
173 assert(st
->ctx
->VertexProgram
._Current
);
174 stvp
= st_vertex_program(st
->ctx
->VertexProgram
._Current
);
175 assert(stvp
->Base
.Base
.Target
== GL_VERTEX_PROGRAM_ARB
);
177 memset(&key
, 0, sizeof key
);
178 key
.st
= st
->has_shareable_shaders
? NULL
: st
;
180 /* When this is true, we will add an extra input to the vertex
181 * shader translation (for edgeflags), an extra output with
182 * edgeflag semantics, and extend the vertex shader to pass through
183 * the input to the output. We'll need to use similar logic to set
184 * up the extra vertex_element input for edgeflags.
186 key
.passthrough_edgeflags
= st
->vertdata_edgeflags
;
188 key
.clamp_color
= st
->clamp_vert_color_in_shader
&&
189 st
->ctx
->Light
._ClampVertexColor
&&
190 (stvp
->Base
.Base
.OutputsWritten
&
196 st
->vp_variant
= st_get_vp_variant(st
, stvp
, &key
);
198 st_reference_vertprog(st
, &st
->vp
, stvp
);
200 cso_set_vertex_shader_handle(st
->cso_context
,
201 st
->vp_variant
->driver_shader
);
203 st
->vertex_result_to_slot
= stvp
->result_to_output
;
207 const struct st_tracked_state st_update_vp
= {
208 update_vp
/* update */
214 update_gp( struct st_context
*st
)
216 struct st_geometry_program
*stgp
;
218 if (!st
->ctx
->GeometryProgram
._Current
) {
219 cso_set_geometry_shader_handle(st
->cso_context
, NULL
);
223 stgp
= st_geometry_program(st
->ctx
->GeometryProgram
._Current
);
224 assert(stgp
->Base
.Base
.Target
== GL_GEOMETRY_PROGRAM_NV
);
226 st
->gp_variant
= st_get_basic_variant(st
, PIPE_SHADER_GEOMETRY
,
227 &stgp
->tgsi
, &stgp
->variants
);
229 st_reference_geomprog(st
, &st
->gp
, stgp
);
231 cso_set_geometry_shader_handle(st
->cso_context
,
232 st
->gp_variant
->driver_shader
);
235 const struct st_tracked_state st_update_gp
= {
236 update_gp
/* update */
242 update_tcp( struct st_context
*st
)
244 struct st_tessctrl_program
*sttcp
;
246 if (!st
->ctx
->TessCtrlProgram
._Current
) {
247 cso_set_tessctrl_shader_handle(st
->cso_context
, NULL
);
251 sttcp
= st_tessctrl_program(st
->ctx
->TessCtrlProgram
._Current
);
252 assert(sttcp
->Base
.Base
.Target
== GL_TESS_CONTROL_PROGRAM_NV
);
254 st
->tcp_variant
= st_get_basic_variant(st
, PIPE_SHADER_TESS_CTRL
,
255 &sttcp
->tgsi
, &sttcp
->variants
);
257 st_reference_tesscprog(st
, &st
->tcp
, sttcp
);
259 cso_set_tessctrl_shader_handle(st
->cso_context
,
260 st
->tcp_variant
->driver_shader
);
263 const struct st_tracked_state st_update_tcp
= {
264 update_tcp
/* update */
270 update_tep( struct st_context
*st
)
272 struct st_tesseval_program
*sttep
;
274 if (!st
->ctx
->TessEvalProgram
._Current
) {
275 cso_set_tesseval_shader_handle(st
->cso_context
, NULL
);
279 sttep
= st_tesseval_program(st
->ctx
->TessEvalProgram
._Current
);
280 assert(sttep
->Base
.Base
.Target
== GL_TESS_EVALUATION_PROGRAM_NV
);
282 st
->tep_variant
= st_get_basic_variant(st
, PIPE_SHADER_TESS_EVAL
,
283 &sttep
->tgsi
, &sttep
->variants
);
285 st_reference_tesseprog(st
, &st
->tep
, sttep
);
287 cso_set_tesseval_shader_handle(st
->cso_context
,
288 st
->tep_variant
->driver_shader
);
291 const struct st_tracked_state st_update_tep
= {
292 update_tep
/* update */
298 update_cp( struct st_context
*st
)
300 struct st_compute_program
*stcp
;
302 if (!st
->ctx
->ComputeProgram
._Current
) {
303 cso_set_compute_shader_handle(st
->cso_context
, NULL
);
307 stcp
= st_compute_program(st
->ctx
->ComputeProgram
._Current
);
308 assert(stcp
->Base
.Base
.Target
== GL_COMPUTE_PROGRAM_NV
);
310 st
->cp_variant
= st_get_cp_variant(st
, &stcp
->tgsi
, &stcp
->variants
);
312 st_reference_compprog(st
, &st
->cp
, stcp
);
314 cso_set_compute_shader_handle(st
->cso_context
,
315 st
->cp_variant
->driver_shader
);
318 const struct st_tracked_state st_update_cp
= {
319 update_cp
/* update */