/**************************************************************************
- *
- * 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
* 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.
- * 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.
- *
+ *
**************************************************************************/
/**
* 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 "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_texture.h"
+#include "st_util.h"
-
-/**
- * Translate fragment program if needed.
- */
-static void
-translate_fp(struct st_context *st,
- struct st_fragment_program *stfp)
+static unsigned
+get_texture_target(struct gl_context *ctx, const unsigned unit)
{
- if (!stfp->tgsi.tokens) {
- assert(stfp->Base.Base.NumInstructions > 0);
+ 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;
+ }
- st_translate_fragment_program(st, stfp);
+ /* 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;
}
}
-
/**
- * 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.
+ * Update fragment program state/atom. This involves translating the
+ * Mesa fragment program into a gallium fragment program and binding it.
*/
-static struct st_vp_varient *
-find_translated_vp(struct st_context *st,
- struct st_vertex_program *stvp )
+void
+st_update_fp( struct st_context *st )
{
- 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));
+ struct st_program *stfp;
+ assert(st->ctx->FragmentProgram._Current);
+ stfp = st_program(st->ctx->FragmentProgram._Current);
+ assert(stfp->Base.Target == GL_FRAGMENT_PROGRAM_ARB);
+
+ 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 &&
+ !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;
+
+ /* 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;
+
+ 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);
+
+ /* gl_driver_flags::NewFragClamp */
+ 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);
+ }
+ }
- /* 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 );
+ key.external = st_get_external_sampler_key(st, &stfp->Base);
- /* 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;
- }
+ shader = st_get_fp_variant(st, stfp, &key)->base.driver_shader;
}
- /* 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;
- }
+ st_reference_prog(st, &st->fp, stfp);
- return vpv;
+ cso_set_fragment_shader_handle(st->cso_context, shader);
}
/**
- * Return pointer to a pass-through fragment shader.
- * This shader is used when a texture is missing/incomplete.
+ * Update vertex program state/atom. This involves translating the
+ * Mesa vertex program into a gallium fragment program and binding it.
*/
-static void *
-get_passthrough_fs(struct st_context *st)
+void
+st_update_vp( struct st_context *st )
{
- if (!st->passthrough_fs) {
- st->passthrough_fs =
- util_make_fragment_passthrough_shader(st->pipe);
+ struct st_program *stvp;
+
+ /* find active shader and params -- Should be covered by
+ * ST_NEW_VERTEX_PROGRAM
+ */
+ assert(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 &&
+ 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_common_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);
}
- return st->passthrough_fs;
+ st_reference_prog(st, &st->vp, stvp);
+
+ cso_set_vertex_shader_handle(st->cso_context,
+ st->vp_variant->base.driver_shader);
}
-/**
- * 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 )
+static void *
+st_update_common_program(struct st_context *st, struct gl_program *prog,
+ unsigned pipe_shader, struct st_program **dst)
{
- struct st_fragment_program *stfp;
+ struct st_program *stp;
- assert(st->ctx->FragmentProgram._Current);
- stfp = st_fragment_program(st->ctx->FragmentProgram._Current);
- assert(stfp->Base.Base.Target == GL_FRAGMENT_PROGRAM_ARB);
+ if (!prog) {
+ st_reference_prog(st, dst, NULL);
+ return NULL;
+ }
- translate_fp(st, stfp);
+ stp = st_program(prog);
+ st_reference_prog(st, dst, stp);
- st_reference_fragprog(st, &st->fp, stfp);
+ if (st->shader_has_one_variant[prog->info.stage] && stp->variants)
+ return stp->variants->driver_shader;
- 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);
- }
-}
+ struct st_common_variant_key key;
+ /* use memset, not an initializer to be sure all memory is zeroed */
+ memset(&key, 0, sizeof(key));
-const struct st_tracked_state st_update_fp = {
- "st_update_fp", /* name */
- { /* dirty */
- 0, /* mesa */
- ST_NEW_FRAGMENT_PROGRAM /* st */
- },
- update_fp /* update */
-};
+ key.st = st->has_shareable_shaders ? NULL : st;
+ 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);
-/**
- * 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 )
-{
- struct st_vertex_program *stvp;
+ if (key.lower_depth_clamp)
+ key.clip_negative_one_to_one =
+ st->ctx->Transform.ClipDepthMode == GL_NEGATIVE_ONE_TO_ONE;
- /* 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);
- assert(stvp->Base.Base.Target == GL_VERTEX_PROGRAM_ARB);
+ }
- st->vp_varient = find_translated_vp(st, stvp);
+ return st_get_common_variant(st, stp, &key)->driver_shader;
+}
- st_reference_vertprog(st, &st->vp, stvp);
- cso_set_vertex_shader_handle(st->cso_context,
- st->vp_varient->driver_shader);
+void
+st_update_gp(struct st_context *st)
+{
+ 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);
+}
- st->vertex_result_to_slot = stvp->result_to_output;
+
+void
+st_update_tcp(struct st_context *st)
+{
+ 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);
+}
+
+
+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);
}
-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 */
- },
- update_vp /* update */
-};
+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);
+}