st/mesa: Enable clip planes lowering for geometry shaders
[mesa.git] / src / mesa / state_tracker / st_atom_shader.c
index 091cbe01a0a8d02d53a1a19b033cad4a63129462..d92a542922e69e174df8ecc5cf778b37acaa8764 100644 (file)
@@ -1,8 +1,8 @@
 /**************************************************************************
- * 
+ *
  * 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.
@@ -22,7 +22,7 @@
  * 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"
@@ -52,6 +53,7 @@
 #include "st_atom.h"
 #include "st_program.h"
 #include "st_texture.h"
+#include "st_util.h"
 
 
 static unsigned
@@ -96,44 +98,74 @@ get_texture_target(struct gl_context *ctx, const unsigned unit)
 void
 st_update_fp( struct st_context *st )
 {
-   struct st_fragment_program *stfp;
-   struct st_fp_variant_key key;
+   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);
 
-   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 &&
+       !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_FRAG_CLAMP */
-   key.clamp_color = st->clamp_frag_color_in_shader &&
-                     st->ctx->Color._ClampFragmentColor;
+      /* _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_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_LIGHT | _NEW_PROGRAM */
+      key.lower_two_sided_color = st->lower_two_sided_color &&
+         _mesa_vertex_program_two_side_enabled(st->ctx);
 
-   if (stfp->ati_fs) {
-      key.fog = st->ctx->Fog._PackedEnabledMode;
+      /* gl_driver_flags::NewFragClamp */
+      key.clamp_color = st->clamp_frag_color_in_shader &&
+                        st->ctx->Color._ClampFragmentColor;
 
-      for (unsigned u = 0; u < MAX_NUM_FRAGMENT_REGISTERS_ATI; u++) {
-         key.texture_targets[u] = get_texture_target(st->ctx, u);
+      /* _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)->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,
-                                  st->fp_variant->driver_shader);
+   cso_set_fragment_shader_handle(st->cso_context, shader);
 }
 
 
@@ -144,134 +176,160 @@ st_update_fp( struct st_context *st )
 void
 st_update_vp( struct st_context *st )
 {
-   struct st_vertex_program *stvp;
-   struct st_vp_variant_key key;
+   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);
 
-   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 &&
+       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) &&
+          !st->ctx->GeometryProgram._Current)
+         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);
 }
 
 
-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_program **dst)
 {
-   struct st_geometry_program *stgp;
+   struct st_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);
-
-   st->gp_variant = st_get_basic_variant(st, PIPE_SHADER_GEOMETRY,
-                                         &stgp->tgsi, &stgp->variants);
+   stp = st_program(prog);
+   st_reference_prog(st, dst, stp);
 
-   st_reference_geomprog(st, &st->gp, stgp);
+   if (st->shader_has_one_variant[prog->info.stage] && stp->variants)
+      return stp->variants->driver_shader;
 
-   cso_set_geometry_shader_handle(st->cso_context,
-                                  st->gp_variant->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));
 
-void
-st_update_tcp( struct st_context *st )
-{
-   struct st_tessctrl_program *sttcp;
+   key.st = st->has_shareable_shaders ? NULL : st;
 
-   if (!st->ctx->TessCtrlProgram._Current) {
-      cso_set_tessctrl_shader_handle(st->cso_context, NULL);
-      st_reference_tesscprog(st, &st->tcp, NULL);
-      return;
+   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->lower_ucp && st_user_clip_planes_enabled(st->ctx) &&
+          pipe_shader == PIPE_SHADER_GEOMETRY)
+         key.lower_ucp = st->ctx->Transform.ClipPlanesEnabled;
    }
 
-   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);
 }