/**************************************************************************
- *
+ *
* Copyright 2003 VMware, Inc.
* All Rights Reserved.
- *
+ *
* Permission is hereby granted, free of charge, to any person obtaining a
* copy of this software and associated documentation files (the
* "Software"), to deal in the Software without restriction, including
* distribute, sub license, and/or sell copies of the Software, and to
* permit persons to whom the Software is furnished to do so, subject to
* the following conditions:
- *
+ *
* The above copyright notice and this permission notice (including the
* next paragraph) shall be included in all copies or substantial portions
* of the Software.
- *
+ *
* 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.
* 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.
- *
+ *
**************************************************************************/
/**
* Brian Paul
*/
-#include "main/imports.h"
+
#include "main/mtypes.h"
#include "main/framebuffer.h"
+#include "main/state.h"
#include "main/texobj.h"
#include "main/texstate.h"
#include "program/program.h"
#include "st_atom.h"
#include "st_program.h"
#include "st_texture.h"
+#include "st_util.h"
static unsigned
void
st_update_fp( struct st_context *st )
{
- struct st_fragment_program *stfp;
+ struct st_program *stfp;
assert(st->ctx->FragmentProgram._Current);
- stfp = st_fragment_program(st->ctx->FragmentProgram._Current);
+ stfp = st_program(st->ctx->FragmentProgram._Current);
assert(stfp->Base.Target == GL_FRAGMENT_PROGRAM_ARB);
void *shader;
!stfp->ati_fs && /* ATI_fragment_shader always has multiple variants */
!stfp->Base.ExternalSamplersUsed && /* external samplers need variants */
stfp->variants &&
- !stfp->variants->key.drawpixels &&
- !stfp->variants->key.bitmap) {
+ !st_fp_variant(stfp->variants)->key.drawpixels &&
+ !st_fp_variant(stfp->variants)->key.bitmap) {
shader = stfp->variants->driver_shader;
} else {
struct st_fp_variant_key key;
key.st = st->has_shareable_shaders ? NULL : st;
+ key.lower_flatshade = st->lower_flatshade &&
+ st->ctx->Light.ShadeModel == GL_FLAT;
+
+ /* _NEW_COLOR */
+ key.lower_alpha_func = COMPARE_FUNC_NEVER;
+ if (st->lower_alpha_test && _mesa_is_alpha_test_enabled(st->ctx))
+ key.lower_alpha_func = st->ctx->Color.AlphaFunc;
+
+ /* _NEW_LIGHT | _NEW_PROGRAM */
+ key.lower_two_sided_color = st->lower_two_sided_color &&
+ _mesa_vertex_program_two_side_enabled(st->ctx);
+
/* _NEW_FRAG_CLAMP */
key.clamp_color = st->clamp_frag_color_in_shader &&
st->ctx->Color._ClampFragmentColor;
st->ctx->Multisample.MinSampleShadingValue *
_mesa_geometric_samples(st->ctx->DrawBuffer) > 1;
+ key.lower_depth_clamp =
+ st->clamp_frag_depth_in_shader &&
+ (st->ctx->Transform.DepthClampNear ||
+ st->ctx->Transform.DepthClampFar);
+
if (stfp->ati_fs) {
key.fog = st->ctx->Fog._PackedEnabledMode;
key.external = st_get_external_sampler_key(st, &stfp->Base);
- shader = st_get_fp_variant(st, stfp, &key)->driver_shader;
+ shader = st_get_fp_variant(st, stfp, &key)->base.driver_shader;
}
- st_reference_fragprog(st, &st->fp, stfp);
+ st_reference_prog(st, &st->fp, stfp);
cso_set_fragment_shader_handle(st->cso_context, shader);
}
void
st_update_vp( struct st_context *st )
{
- struct st_vertex_program *stvp;
+ struct st_program *stvp;
/* find active shader and params -- Should be covered by
* ST_NEW_VERTEX_PROGRAM
*/
assert(st->ctx->VertexProgram._Current);
- stvp = st_vertex_program(st->ctx->VertexProgram._Current);
+ stvp = st_program(st->ctx->VertexProgram._Current);
assert(stvp->Base.Target == GL_VERTEX_PROGRAM_ARB);
if (st->shader_has_one_variant[MESA_SHADER_VERTEX] &&
stvp->variants &&
- stvp->variants->key.passthrough_edgeflags == st->vertdata_edgeflags) {
- st->vp_variant = stvp->variants;
+ st_common_variant(stvp->variants)->key.passthrough_edgeflags == st->vertdata_edgeflags &&
+ !st_common_variant(stvp->variants)->key.is_draw_shader) {
+ st->vp_variant = st_common_variant(stvp->variants);
} else {
- struct st_vp_variant_key key;
+ struct st_common_variant_key key;
memset(&key, 0, sizeof(key));
key.clip_negative_one_to_one =
st->ctx->Transform.ClipDepthMode == GL_NEGATIVE_ONE_TO_ONE;
+ /* _NEW_POINT */
+ key.lower_point_size = st->lower_point_size &&
+ !st_point_size_per_vertex(st->ctx);
+
+ /* _NEW_TRANSFORM */
+ if (st->lower_ucp && st_user_clip_planes_enabled(st->ctx))
+ key.lower_ucp = st->ctx->Transform.ClipPlanesEnabled;
+
st->vp_variant = st_get_vp_variant(st, stvp, &key);
}
- st_reference_vertprog(st, &st->vp, stvp);
+ st_reference_prog(st, &st->vp, stvp);
- cso_set_vertex_shader_handle(st->cso_context,
- st->vp_variant->driver_shader);
+ cso_set_vertex_shader_handle(st->cso_context,
+ st->vp_variant->base.driver_shader);
}
static void *
st_update_common_program(struct st_context *st, struct gl_program *prog,
- unsigned pipe_shader, struct st_common_program **dst)
+ unsigned pipe_shader, struct st_program **dst)
{
- struct st_common_program *stp;
+ struct st_program *stp;
if (!prog) {
st_reference_prog(st, dst, NULL);
return NULL;
}
- stp = st_common_program(prog);
+ stp = st_program(prog);
st_reference_prog(st, dst, stp);
if (st->shader_has_one_variant[prog->info.stage] && stp->variants)
return stp->variants->driver_shader;
- struct st_basic_variant_key key;
+ struct st_common_variant_key key;
/* use memset, not an initializer to be sure all memory is zeroed */
memset(&key, 0, sizeof(key));
VARYING_SLOT_COL1 |
VARYING_SLOT_BFC0 |
VARYING_SLOT_BFC1));
+
+ key.lower_depth_clamp =
+ (pipe_shader == PIPE_SHADER_GEOMETRY || !st->gp) &&
+ st->clamp_frag_depth_in_shader &&
+ (st->ctx->Transform.DepthClampNear ||
+ st->ctx->Transform.DepthClampFar);
+
+ if (key.lower_depth_clamp)
+ key.clip_negative_one_to_one =
+ st->ctx->Transform.ClipDepthMode == GL_NEGATIVE_ONE_TO_ONE;
+
}
- return st_get_basic_variant(st, pipe_shader, stp, &key)->driver_shader;
+ return st_get_common_variant(st, stp, &key)->driver_shader;
}
void
-st_update_cp( struct st_context *st )
+st_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);
- st_reference_compprog(st, &st->cp, NULL);
- return;
- }
-
- stcp = st_compute_program(st->ctx->ComputeProgram._Current);
- assert(stcp->Base.Target == GL_COMPUTE_PROGRAM_NV);
-
- void *shader;
-
- if (st->shader_has_one_variant[MESA_SHADER_COMPUTE] && stcp->variants) {
- shader = stcp->variants->driver_shader;
- } else {
- shader = st_get_cp_variant(st, &stcp->tgsi,
- &stcp->variants)->driver_shader;
- }
-
- st_reference_compprog(st, &st->cp, stcp);
-
+ void *shader = st_update_common_program(st,
+ st->ctx->ComputeProgram._Current,
+ PIPE_SHADER_COMPUTE, &st->cp);
cso_set_compute_shader_handle(st->cso_context, shader);
}