/**************************************************************************
*
- * Copyright 2003 Tungsten Graphics, Inc., Cedar Park, Texas.
+ * Copyright 2003 VMware, Inc.
* All Rights Reserved.
*
* Permission is hereby granted, free of charge, to any person obtaining a
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT.
- * IN NO EVENT SHALL TUNGSTEN GRAPHICS AND/OR ITS SUPPLIERS BE LIABLE FOR
+ * IN NO EVENT SHALL VMWARE AND/OR ITS SUPPLIERS BE LIABLE FOR
* ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
#include "main/imports.h"
#include "main/mtypes.h"
-#include "main/macros.h"
-#include "shader/program.h"
+#include "main/framebuffer.h"
+#include "main/texobj.h"
+#include "main/texstate.h"
+#include "program/program.h"
#include "pipe/p_context.h"
#include "pipe/p_shader_tokens.h"
-
#include "util/u_simple_shaders.h"
-
#include "cso_cache/cso_context.h"
+#include "util/u_debug.h"
#include "st_context.h"
#include "st_atom.h"
#include "st_program.h"
-#include "st_atom_shader.h"
-
-/**
- * Translate fragment program if needed.
- */
-static void
-translate_fp(struct st_context *st,
- struct st_fragment_program *stfp)
+/** Compress the fog function enums into a 2-bit value */
+static GLuint
+translate_fog_mode(GLenum mode)
{
- 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 > 0);
-
- st_translate_fragment_program(st, stfp, stfp->input_to_slot);
+ switch (mode) {
+ case GL_LINEAR: return 1;
+ case GL_EXP: return 2;
+ case GL_EXP2: return 3;
+ default:
+ return 0;
}
}
-
-
-/**
- * Find a translated vertex program that corresponds to stvp and
- * has outputs matched to stfp's inputs.
- * This performs vertex and fragment translation (to TGSI) when needed.
- */
-static struct st_vp_varient *
-find_translated_vp(struct st_context *st,
- struct st_vertex_program *stvp )
+static unsigned
+get_texture_target(struct gl_context *ctx, const unsigned unit)
{
- struct st_vp_varient *vpv;
- struct st_vp_varient_key key;
-
- /* Nothing in our key yet. This will change:
- */
- memset(&key, 0, sizeof key);
-
- /* 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?
- */
- if (stvp->serialNo != stvp->lastSerialNo) {
- /* These may have changed if the program string changed.
- */
- st_prepare_vertex_program( st, stvp );
-
- /* We are now up-to-date:
- */
- stvp->lastSerialNo = stvp->serialNo;
- }
-
- /* See if we've got a translated vertex program whose outputs match
- * the fragment program's inputs.
- */
- for (vpv = stvp->varients; vpv; vpv = vpv->next) {
- if (memcmp(&vpv->key, &key, sizeof key) == 0) {
- break;
- }
+ struct gl_texture_object *texObj = _mesa_get_tex_unit(ctx, unit)->_Current;
+ gl_texture_index index;
+
+ if (texObj) {
+ index = _mesa_tex_target_to_index(ctx, texObj->Target);
+ } else {
+ /* fallback for missing texture */
+ index = TEXTURE_2D_INDEX;
}
- /* No? Perform new translation here. */
- if (!vpv) {
- vpv = st_translate_vertex_program(st, stvp, &key);
- if (!vpv)
- return NULL;
-
- vpv->next = stvp->varients;
- stvp->varients = vpv;
+ /* Map mesa texture target to TGSI texture target.
+ * Copied from st_mesa_to_tgsi.c, the shadow part is omitted */
+ switch(index) {
+ case TEXTURE_2D_MULTISAMPLE_INDEX: return TGSI_TEXTURE_2D_MSAA;
+ case TEXTURE_2D_MULTISAMPLE_ARRAY_INDEX: return TGSI_TEXTURE_2D_ARRAY_MSAA;
+ case TEXTURE_BUFFER_INDEX: return TGSI_TEXTURE_BUFFER;
+ case TEXTURE_1D_INDEX: return TGSI_TEXTURE_1D;
+ case TEXTURE_2D_INDEX: return TGSI_TEXTURE_2D;
+ case TEXTURE_3D_INDEX: return TGSI_TEXTURE_3D;
+ case TEXTURE_CUBE_INDEX: return TGSI_TEXTURE_CUBE;
+ case TEXTURE_CUBE_ARRAY_INDEX: return TGSI_TEXTURE_CUBE_ARRAY;
+ case TEXTURE_RECT_INDEX: return TGSI_TEXTURE_RECT;
+ case TEXTURE_1D_ARRAY_INDEX: return TGSI_TEXTURE_1D_ARRAY;
+ case TEXTURE_2D_ARRAY_INDEX: return TGSI_TEXTURE_2D_ARRAY;
+ case TEXTURE_EXTERNAL_INDEX: return TGSI_TEXTURE_2D;
+ default:
+ debug_assert(0);
+ return TGSI_TEXTURE_1D;
}
-
- return vpv;
-}
-
-
-/**
- * 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)
-{
- if (!st->passthrough_fs) {
- st->passthrough_fs =
- util_make_fragment_passthrough_shader(st->pipe);
- }
-
- return st->passthrough_fs;
}
update_fp( struct st_context *st )
{
struct st_fragment_program *stfp;
+ struct st_fp_variant_key key;
assert(st->ctx->FragmentProgram._Current);
stfp = st_fragment_program(st->ctx->FragmentProgram._Current);
assert(stfp->Base.Base.Target == GL_FRAGMENT_PROGRAM_ARB);
- translate_fp(st, stfp);
+ memset(&key, 0, sizeof(key));
+ key.st = st->has_shareable_shaders ? NULL : st;
- st_reference_fragprog(st, &st->fp, stfp);
+ /* _NEW_FRAG_CLAMP */
+ key.clamp_color = st->clamp_frag_color_in_shader &&
+ st->ctx->Color._ClampFragmentColor;
- if (st->missing_textures) {
- /* use a pass-through frag shader that uses no textures */
- void *fs = get_passthrough_fs(st);
- cso_set_fragment_shader_handle(st->cso_context, fs);
- }
- else {
- cso_set_fragment_shader_handle(st->cso_context, stfp->driver_shader);
+ /* _NEW_MULTISAMPLE | _NEW_BUFFERS */
+ key.persample_shading =
+ st->force_persample_in_shader &&
+ _mesa_is_multisample_enabled(st->ctx) &&
+ st->ctx->Multisample.SampleShading &&
+ st->ctx->Multisample.MinSampleShadingValue *
+ _mesa_geometric_samples(st->ctx->DrawBuffer) > 1;
+
+ if (stfp->ati_fs) {
+ unsigned u;
+
+ if (st->ctx->Fog.Enabled) {
+ key.fog = translate_fog_mode(st->ctx->Fog.Mode);
+ }
+
+ for (u = 0; u < MAX_NUM_FRAGMENT_REGISTERS_ATI; u++) {
+ key.texture_targets[u] = get_texture_target(st->ctx, u);
+ }
}
+
+ st->fp_variant = st_get_fp_variant(st, stfp, &key);
+
+ st_reference_fragprog(st, &st->fp, stfp);
+
+ cso_set_fragment_shader_handle(st->cso_context,
+ st->fp_variant->driver_shader);
}
const struct st_tracked_state st_update_fp = {
- "st_update_fp", /* name */
{ /* dirty */
- 0, /* mesa */
+ _NEW_BUFFERS | _NEW_MULTISAMPLE | _NEW_FOG, /* mesa */
ST_NEW_FRAGMENT_PROGRAM /* st */
},
update_fp /* update */
update_vp( struct st_context *st )
{
struct st_vertex_program *stvp;
+ struct st_vp_variant_key key;
/* find active shader and params -- Should be covered by
* ST_NEW_VERTEX_PROGRAM
stvp = st_vertex_program(st->ctx->VertexProgram._Current);
assert(stvp->Base.Base.Target == GL_VERTEX_PROGRAM_ARB);
- st->vp_varient = find_translated_vp(st, stvp);
+ memset(&key, 0, sizeof key);
+ key.st = st->has_shareable_shaders ? NULL : st;
+
+ /* 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.
+ */
+ key.passthrough_edgeflags = st->vertdata_edgeflags;
+
+ key.clamp_color = st->clamp_vert_color_in_shader &&
+ st->ctx->Light._ClampVertexColor &&
+ (stvp->Base.Base.OutputsWritten &
+ (VARYING_SLOT_COL0 |
+ VARYING_SLOT_COL1 |
+ VARYING_SLOT_BFC0 |
+ VARYING_SLOT_BFC1));
+
+ st->vp_variant = st_get_vp_variant(st, stvp, &key);
st_reference_vertprog(st, &st->vp, stvp);
cso_set_vertex_shader_handle(st->cso_context,
- st->vp_varient->driver_shader);
+ st->vp_variant->driver_shader);
st->vertex_result_to_slot = stvp->result_to_output;
}
const struct st_tracked_state st_update_vp = {
- "st_update_vp", /* name */
{ /* dirty */
- _NEW_POLYGON, /* mesa */
- ST_NEW_VERTEX_PROGRAM | ST_NEW_EDGEFLAGS_DATA /* st */
+ 0, /* mesa */
+ ST_NEW_VERTEX_PROGRAM /* 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 == GL_GEOMETRY_PROGRAM_NV);
+
+ st->gp_variant = st_get_basic_variant(st, PIPE_SHADER_GEOMETRY,
+ &stgp->tgsi, &stgp->variants);
+
+ st_reference_geomprog(st, &st->gp, stgp);
+
+ cso_set_geometry_shader_handle(st->cso_context,
+ st->gp_variant->driver_shader);
+}
+
+const struct st_tracked_state st_update_gp = {
+ { /* dirty */
+ 0, /* mesa */
+ ST_NEW_GEOMETRY_PROGRAM /* st */
+ },
+ update_gp /* update */
+};
+
+
+
+static void
+update_tcp( struct st_context *st )
+{
+ struct st_tessctrl_program *sttcp;
+
+ if (!st->ctx->TessCtrlProgram._Current) {
+ cso_set_tessctrl_shader_handle(st->cso_context, NULL);
+ return;
+ }
+
+ sttcp = st_tessctrl_program(st->ctx->TessCtrlProgram._Current);
+ assert(sttcp->Base.Base.Target == GL_TESS_CONTROL_PROGRAM_NV);
+
+ st->tcp_variant = st_get_basic_variant(st, PIPE_SHADER_TESS_CTRL,
+ &sttcp->tgsi, &sttcp->variants);
+
+ st_reference_tesscprog(st, &st->tcp, sttcp);
+
+ cso_set_tessctrl_shader_handle(st->cso_context,
+ st->tcp_variant->driver_shader);
+}
+
+const struct st_tracked_state st_update_tcp = {
+ { /* dirty */
+ 0, /* mesa */
+ ST_NEW_TESSCTRL_PROGRAM /* st */
+ },
+ update_tcp /* update */
+};
+
+
+
+static void
+update_tep( struct st_context *st )
+{
+ struct st_tesseval_program *sttep;
+
+ if (!st->ctx->TessEvalProgram._Current) {
+ cso_set_tesseval_shader_handle(st->cso_context, NULL);
+ return;
+ }
+
+ sttep = st_tesseval_program(st->ctx->TessEvalProgram._Current);
+ assert(sttep->Base.Base.Target == GL_TESS_EVALUATION_PROGRAM_NV);
+
+ st->tep_variant = st_get_basic_variant(st, PIPE_SHADER_TESS_EVAL,
+ &sttep->tgsi, &sttep->variants);
+
+ st_reference_tesseprog(st, &st->tep, sttep);
+
+ cso_set_tesseval_shader_handle(st->cso_context,
+ st->tep_variant->driver_shader);
+}
+
+const struct st_tracked_state st_update_tep = {
+ { /* dirty */
+ 0, /* mesa */
+ ST_NEW_TESSEVAL_PROGRAM /* st */
+ },
+ update_tep /* update */
+};
+
+
+
+static void
+update_cp( struct st_context *st )
+{
+ struct st_compute_program *stcp;
+
+ if (!st->ctx->ComputeProgram._Current) {
+ cso_set_compute_shader_handle(st->cso_context, NULL);
+ return;
+ }
+
+ stcp = st_compute_program(st->ctx->ComputeProgram._Current);
+ assert(stcp->Base.Base.Target == GL_COMPUTE_PROGRAM_NV);
+
+ st->cp_variant = st_get_cp_variant(st, &stcp->tgsi, &stcp->variants);
+
+ st_reference_compprog(st, &st->cp, stcp);
+
+ cso_set_compute_shader_handle(st->cso_context,
+ st->cp_variant->driver_shader);
+}
+
+const struct st_tracked_state st_update_cp = {
+ { /* dirty */
+ 0, /* mesa */
+ ST_NEW_COMPUTE_PROGRAM /* st */
},
- update_vp /* update */
+ update_cp /* update */
};