#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
st_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.Target == GL_FRAGMENT_PROGRAM_ARB);
- memset(&key, 0, sizeof(key));
- key.st = st->has_shareable_shaders ? NULL : st;
+ void *shader;
+
+ if (st->shader_has_one_variant[MESA_SHADER_FRAGMENT] &&
+ !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) {
+ shader = stfp->variants->driver_shader;
+ } else {
+ struct st_fp_variant_key key;
+
+ /* use memset, not an initializer to be sure all memory is zeroed */
+ memset(&key, 0, sizeof(key));
+
+ key.st = st->has_shareable_shaders ? NULL : st;
- /* _NEW_FRAG_CLAMP */
- key.clamp_color = st->clamp_frag_color_in_shader &&
- st->ctx->Color._ClampFragmentColor;
+ key.lower_flatshade = st->lower_flatshade &&
+ st->ctx->Light.ShadeModel == GL_FLAT;
- /* _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;
+ /* _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;
- if (stfp->ati_fs) {
- key.fog = st->ctx->Fog._PackedEnabledMode;
+ /* _NEW_LIGHT | _NEW_PROGRAM */
+ key.lower_two_sided_color = st->lower_two_sided_color &&
+ _mesa_vertex_program_two_side_enabled(st->ctx);
- for (unsigned u = 0; u < MAX_NUM_FRAGMENT_REGISTERS_ATI; u++) {
- key.texture_targets[u] = get_texture_target(st->ctx, u);
+ /* _NEW_FRAG_CLAMP */
+ key.clamp_color = st->clamp_frag_color_in_shader &&
+ st->ctx->Color._ClampFragmentColor;
+
+ /* _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;
+
+ 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;
+
+ for (unsigned u = 0; u < MAX_NUM_FRAGMENT_REGISTERS_ATI; u++) {
+ key.texture_targets[u] = get_texture_target(st->ctx, u);
+ }
}
- }
- key.external = st_get_external_sampler_key(st, &stfp->Base);
+ key.external = st_get_external_sampler_key(st, &stfp->Base);
- st->fp_variant = st_get_fp_variant(st, stfp, &key);
+ shader = st_get_fp_variant(st, stfp, &key)->driver_shader;
+ }
st_reference_fragprog(st, &st->fp, stfp);
- cso_set_fragment_shader_handle(st->cso_context,
- st->fp_variant->driver_shader);
+ cso_set_fragment_shader_handle(st->cso_context, shader);
}
st_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.Target == GL_VERTEX_PROGRAM_ARB);
- 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.info.outputs_written &
- (VARYING_SLOT_COL0 |
- VARYING_SLOT_COL1 |
- VARYING_SLOT_BFC0 |
- VARYING_SLOT_BFC1));
-
- st->vp_variant = st_get_vp_variant(st, stvp, &key);
+ if (st->shader_has_one_variant[MESA_SHADER_VERTEX] &&
+ stvp->variants &&
+ stvp->variants->key.passthrough_edgeflags == st->vertdata_edgeflags) {
+ st->vp_variant = stvp->variants;
+ } else {
+ struct st_vp_variant_key key;
+
+ 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.info.outputs_written &
+ (VARYING_SLOT_COL0 |
+ VARYING_SLOT_COL1 |
+ VARYING_SLOT_BFC0 |
+ VARYING_SLOT_BFC1));
+
+ key.lower_depth_clamp =
+ !st->gp && !st->tep &&
+ 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;
+
+ /* _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);
}
-void
-st_update_gp( struct st_context *st )
+static void *
+st_update_common_program(struct st_context *st, struct gl_program *prog,
+ unsigned pipe_shader, struct st_common_program **dst)
{
- struct st_geometry_program *stgp;
+ struct st_common_program *stp;
- if (!st->ctx->GeometryProgram._Current) {
- cso_set_geometry_shader_handle(st->cso_context, NULL);
- st_reference_geomprog(st, &st->gp, NULL);
- return;
+ if (!prog) {
+ st_reference_prog(st, dst, NULL);
+ return NULL;
}
- stgp = st_geometry_program(st->ctx->GeometryProgram._Current);
- assert(stgp->Base.Target == GL_GEOMETRY_PROGRAM_NV);
+ stp = st_common_program(prog);
+ st_reference_prog(st, dst, stp);
- st->gp_variant = st_get_basic_variant(st, PIPE_SHADER_GEOMETRY,
- &stgp->tgsi, &stgp->variants);
+ if (st->shader_has_one_variant[prog->info.stage] && stp->variants)
+ return stp->variants->driver_shader;
- st_reference_geomprog(st, &st->gp, stgp);
+ struct st_common_variant_key key;
- cso_set_geometry_shader_handle(st->cso_context,
- st->gp_variant->driver_shader);
-}
+ /* use memset, not an initializer to be sure all memory is zeroed */
+ memset(&key, 0, sizeof(key));
+ key.st = st->has_shareable_shaders ? NULL : st;
-void
-st_update_tcp( struct st_context *st )
-{
- struct st_tessctrl_program *sttcp;
+ if (pipe_shader == PIPE_SHADER_GEOMETRY ||
+ pipe_shader == PIPE_SHADER_TESS_EVAL) {
+ key.clamp_color = st->clamp_vert_color_in_shader &&
+ st->ctx->Light._ClampVertexColor &&
+ (stp->Base.info.outputs_written &
+ (VARYING_SLOT_COL0 |
+ 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;
- if (!st->ctx->TessCtrlProgram._Current) {
- cso_set_tessctrl_shader_handle(st->cso_context, NULL);
- st_reference_tesscprog(st, &st->tcp, NULL);
- return;
}
- sttcp = st_tessctrl_program(st->ctx->TessCtrlProgram._Current);
- assert(sttcp->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);
+ return st_get_common_variant(st, stp, &key)->driver_shader;
}
void
-st_update_tep( struct st_context *st )
+st_update_gp(struct st_context *st)
{
- struct st_tesseval_program *sttep;
-
- if (!st->ctx->TessEvalProgram._Current) {
- cso_set_tesseval_shader_handle(st->cso_context, NULL);
- st_reference_tesseprog(st, &st->tep, NULL);
- return;
- }
-
- sttep = st_tesseval_program(st->ctx->TessEvalProgram._Current);
- assert(sttep->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);
+ void *shader = st_update_common_program(st,
+ st->ctx->GeometryProgram._Current,
+ PIPE_SHADER_GEOMETRY, &st->gp);
+ cso_set_geometry_shader_handle(st->cso_context, shader);
}
void
-st_update_cp( struct st_context *st )
+st_update_tcp(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;
- }
+ void *shader = st_update_common_program(st,
+ st->ctx->TessCtrlProgram._Current,
+ PIPE_SHADER_TESS_CTRL, &st->tcp);
+ cso_set_tessctrl_shader_handle(st->cso_context, shader);
+}
- stcp = st_compute_program(st->ctx->ComputeProgram._Current);
- assert(stcp->Base.Target == GL_COMPUTE_PROGRAM_NV);
- st->cp_variant = st_get_cp_variant(st, &stcp->tgsi, &stcp->variants);
+void
+st_update_tep(struct st_context *st)
+{
+ void *shader = st_update_common_program(st,
+ st->ctx->TessEvalProgram._Current,
+ PIPE_SHADER_TESS_EVAL, &st->tep);
+ cso_set_tesseval_shader_handle(st->cso_context, shader);
+}
- st_reference_compprog(st, &st->cp, stcp);
- cso_set_compute_shader_handle(st->cso_context,
- st->cp_variant->driver_shader);
+void
+st_update_cp(struct st_context *st)
+{
+ 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);
}