* Brian Paul
*/
-
-
#include "main/imports.h"
#include "main/mtypes.h"
-#include "main/macros.h"
-#include "shader/program.h"
+#include "program/program.h"
#include "pipe/p_context.h"
-#include "pipe/p_shader_tokens.h"
#include "util/u_simple_shaders.h"
#include "st_context.h"
#include "st_atom.h"
#include "st_program.h"
-#include "st_atom_shader.h"
-#include "st_mesa_to_tgsi.h"
-
-
-/*
+/**
* Translate fragment program if needed.
*/
static void
translate_fp(struct st_context *st,
struct st_fragment_program *stfp)
{
- const GLbitfield fragInputsRead = stfp->Base.Base.InputsRead;
-
- if (!stfp->state.tokens) {
- GLuint inAttr, numIn = 0;
-
- for (inAttr = 0; inAttr < FRAG_ATTRIB_MAX; inAttr++) {
- if (fragInputsRead & (1 << inAttr)) {
- stfp->input_to_slot[inAttr] = numIn;
- numIn++;
- }
- else {
- stfp->input_to_slot[inAttr] = -1;
- }
- }
-
- stfp->num_input_slots = numIn;
-
- assert(stfp->Base.Base.NumInstructions > 1);
+ if (!stfp->tgsi.tokens) {
+ assert(stfp->Base.Base.NumInstructions > 0);
- st_translate_fragment_program(st, stfp, stfp->input_to_slot);
+ st_translate_fragment_program(st, stfp);
}
}
+/*
+ * Translate geometry program if needed.
+ */
+static void
+translate_gp(struct st_context *st,
+ struct st_geometry_program *stgp)
+{
+ if (!stgp->tgsi.tokens) {
+ assert(stgp->Base.Base.NumInstructions > 1);
+ st_translate_geometry_program(st, stgp);
+ }
+}
/**
* Find a translated vertex program that corresponds to stvp and
/* Nothing in our key yet. This will change:
*/
memset(&key, 0, sizeof key);
- key.dummy = 0;
+
+ /* When this is true, we will add an extra input to the vertex
+ * shader translation (for edgeflags), an extra output with
+ * edgeflag semantics, and extend the vertex shader to pass through
+ * the input to the output. We'll need to use similar logic to set
+ * up the extra vertex_element input for edgeflags.
+ * _NEW_POLYGON, ST_NEW_EDGEFLAGS_DATA
+ */
+ key.passthrough_edgeflags = (st->vertdata_edgeflags && (
+ st->ctx->Polygon.FrontMode != GL_FILL ||
+ st->ctx->Polygon.BackMode != GL_FILL));
+
/* Do we need to throw away old translations after a change in the
* GL program string?
}
-
-
+/**
+ * Return pointer to a pass-through fragment shader.
+ * This shader is used when a texture is missing/incomplete.
+ */
static void *
get_passthrough_fs(struct st_context *st)
{
return st->passthrough_fs;
}
+
+/**
+ * Update fragment program state/atom. This involves translating the
+ * Mesa fragment program into a gallium fragment program and binding it.
+ */
static void
update_fp( struct st_context *st )
{
}
}
+
const struct st_tracked_state st_update_fp = {
"st_update_fp", /* name */
{ /* dirty */
-
+/**
+ * Update vertex program state/atom. This involves translating the
+ * Mesa vertex program into a gallium fragment program and binding it.
+ */
static void
update_vp( struct st_context *st )
{
const struct st_tracked_state st_update_vp = {
"st_update_vp", /* name */
{ /* dirty */
- 0, /* mesa */
- ST_NEW_VERTEX_PROGRAM /* st */
+ _NEW_POLYGON, /* mesa */
+ ST_NEW_VERTEX_PROGRAM | ST_NEW_EDGEFLAGS_DATA /* st */
},
update_vp /* update */
};
+
+static void
+update_gp( struct st_context *st )
+{
+
+ struct st_geometry_program *stgp;
+
+ if (!st->ctx->GeometryProgram._Current) {
+ cso_set_geometry_shader_handle(st->cso_context, NULL);
+ return;
+ }
+
+ stgp = st_geometry_program(st->ctx->GeometryProgram._Current);
+ assert(stgp->Base.Base.Target == MESA_GEOMETRY_PROGRAM);
+
+ translate_gp(st, stgp);
+
+ st_reference_geomprog(st, &st->gp, stgp);
+
+ cso_set_geometry_shader_handle(st->cso_context, stgp->driver_shader);
+}
+
+const struct st_tracked_state st_update_gp = {
+ "st_update_gp", /* name */
+ { /* dirty */
+ 0, /* mesa */
+ ST_NEW_GEOMETRY_PROGRAM /* st */
+ },
+ update_gp /* update */
+};