#include "st_program.h"
#include "st_mesa_to_tgsi.h"
#include "st_cb_program.h"
-#include "st_glsl_to_tgsi.h"
-
-
-
-/**
- * Called via ctx->Driver.BindProgram() to bind an ARB vertex or
- * fragment program.
- */
-static void
-st_bind_program(struct gl_context *ctx, GLenum target, struct gl_program *prog)
-{
- struct st_context *st = st_context(ctx);
-
- switch (target) {
- case GL_VERTEX_PROGRAM_ARB:
- st->dirty.st |= ST_NEW_VERTEX_PROGRAM;
- break;
- case GL_FRAGMENT_PROGRAM_ARB:
- st->dirty.st |= ST_NEW_FRAGMENT_PROGRAM;
- break;
- case GL_GEOMETRY_PROGRAM_NV:
- st->dirty.st |= ST_NEW_GEOMETRY_PROGRAM;
- break;
- case GL_TESS_CONTROL_PROGRAM_NV:
- st->dirty.st |= ST_NEW_TESSCTRL_PROGRAM;
- break;
- case GL_TESS_EVALUATION_PROGRAM_NV:
- st->dirty.st |= ST_NEW_TESSEVAL_PROGRAM;
- break;
- }
-}
-
-
-/**
- * Called via ctx->Driver.UseProgram() to bind a linked GLSL program
- * (vertex shader + fragment shader).
- */
-static void
-st_use_program(struct gl_context *ctx, struct gl_shader_program *shProg)
-{
- struct st_context *st = st_context(ctx);
-
- st->dirty.st |= ST_NEW_FRAGMENT_PROGRAM;
- st->dirty.st |= ST_NEW_VERTEX_PROGRAM;
- st->dirty.st |= ST_NEW_GEOMETRY_PROGRAM;
- st->dirty.st |= ST_NEW_TESSCTRL_PROGRAM;
- st->dirty.st |= ST_NEW_TESSEVAL_PROGRAM;
-}
+#include "st_glsl_to_ir.h"
+#include "st_atifs_to_tgsi.h"
+#include "st_util.h"
/**
* fragment program.
*/
static struct gl_program *
-st_new_program(struct gl_context *ctx, GLenum target, GLuint id)
+st_new_program(struct gl_context *ctx, GLenum target, GLuint id,
+ bool is_arb_asm)
{
switch (target) {
case GL_VERTEX_PROGRAM_ARB: {
- struct st_vertex_program *prog = ST_CALLOC_STRUCT(st_vertex_program);
- return _mesa_init_gl_program(&prog->Base.Base, target, id);
+ struct st_vertex_program *prog = rzalloc(NULL,
+ struct st_vertex_program);
+ return _mesa_init_gl_program(&prog->Base, target, id, is_arb_asm);
}
case GL_FRAGMENT_PROGRAM_ARB: {
- struct st_fragment_program *prog = ST_CALLOC_STRUCT(st_fragment_program);
- return _mesa_init_gl_program(&prog->Base.Base, target, id);
+ struct st_fragment_program *prog = rzalloc(NULL,
+ struct st_fragment_program);
+ return _mesa_init_gl_program(&prog->Base, target, id, is_arb_asm);
}
+ case GL_TESS_CONTROL_PROGRAM_NV:
+ case GL_TESS_EVALUATION_PROGRAM_NV:
case GL_GEOMETRY_PROGRAM_NV: {
- struct st_geometry_program *prog = ST_CALLOC_STRUCT(st_geometry_program);
- return _mesa_init_gl_program(&prog->Base.Base, target, id);
- }
- case GL_TESS_CONTROL_PROGRAM_NV: {
- struct st_tessctrl_program *prog = ST_CALLOC_STRUCT(st_tessctrl_program);
- return _mesa_init_gl_program(&prog->Base.Base, target, id);
+ struct st_common_program *prog = rzalloc(NULL,
+ struct st_common_program);
+ return _mesa_init_gl_program(&prog->Base, target, id, is_arb_asm);
}
- case GL_TESS_EVALUATION_PROGRAM_NV: {
- struct st_tesseval_program *prog = ST_CALLOC_STRUCT(st_tesseval_program);
- return _mesa_init_gl_program(&prog->Base.Base, target, id);
+ case GL_COMPUTE_PROGRAM_NV: {
+ struct st_compute_program *prog = rzalloc(NULL,
+ struct st_compute_program);
+ return _mesa_init_gl_program(&prog->Base, target, id, is_arb_asm);
}
default:
assert(0);
free_glsl_to_tgsi_visitor(stvp->glsl_to_tgsi);
}
break;
+ case GL_TESS_CONTROL_PROGRAM_NV:
+ case GL_TESS_EVALUATION_PROGRAM_NV:
case GL_GEOMETRY_PROGRAM_NV:
{
- struct st_geometry_program *stgp =
- (struct st_geometry_program *) prog;
+ struct st_common_program *p = st_common_program(prog);
- st_release_basic_variants(st, stgp->Base.Base.Target,
- &stgp->variants, &stgp->tgsi);
+ st_release_basic_variants(st, p->Base.Target, &p->variants,
+ &p->tgsi);
- if (stgp->glsl_to_tgsi)
- free_glsl_to_tgsi_visitor(stgp->glsl_to_tgsi);
+ if (p->glsl_to_tgsi)
+ free_glsl_to_tgsi_visitor(p->glsl_to_tgsi);
}
break;
case GL_FRAGMENT_PROGRAM_ARB:
free_glsl_to_tgsi_visitor(stfp->glsl_to_tgsi);
}
break;
- case GL_TESS_CONTROL_PROGRAM_NV:
+ case GL_COMPUTE_PROGRAM_NV:
{
- struct st_tessctrl_program *sttcp =
- (struct st_tessctrl_program *) prog;
+ struct st_compute_program *stcp =
+ (struct st_compute_program *) prog;
- st_release_basic_variants(st, sttcp->Base.Base.Target,
- &sttcp->variants, &sttcp->tgsi);
+ st_release_cp_variants(st, stcp);
- if (sttcp->glsl_to_tgsi)
- free_glsl_to_tgsi_visitor(sttcp->glsl_to_tgsi);
- }
- break;
- case GL_TESS_EVALUATION_PROGRAM_NV:
- {
- struct st_tesseval_program *sttep =
- (struct st_tesseval_program *) prog;
-
- st_release_basic_variants(st, sttep->Base.Base.Target,
- &sttep->variants, &sttep->tgsi);
-
- if (sttep->glsl_to_tgsi)
- free_glsl_to_tgsi_visitor(sttep->glsl_to_tgsi);
+ if (stcp->glsl_to_tgsi)
+ free_glsl_to_tgsi_visitor(stcp->glsl_to_tgsi);
}
break;
default:
}
-/**
- * Called via ctx->Driver.IsProgramNative()
- */
-static GLboolean
-st_is_program_native(struct gl_context *ctx,
- GLenum target,
- struct gl_program *prog)
-{
- return GL_TRUE;
-}
-
-
/**
* Called via ctx->Driver.ProgramStringNotify()
* Called when the program's text/code is changed. We have to free
return false;
if (st->fp == stfp)
- st->dirty.st |= ST_NEW_FRAGMENT_PROGRAM;
+ st->dirty |= stfp->affected_states;
}
else if (target == GL_GEOMETRY_PROGRAM_NV) {
- struct st_geometry_program *stgp = (struct st_geometry_program *) prog;
+ struct st_common_program *stgp = st_common_program(prog);
- st_release_basic_variants(st, stgp->Base.Base.Target,
- &stgp->variants, &stgp->tgsi);
+ st_release_basic_variants(st, stgp->Base.Target, &stgp->variants,
+ &stgp->tgsi);
if (!st_translate_geometry_program(st, stgp))
return false;
if (st->gp == stgp)
- st->dirty.st |= ST_NEW_GEOMETRY_PROGRAM;
+ st->dirty |= stgp->affected_states;
}
else if (target == GL_VERTEX_PROGRAM_ARB) {
struct st_vertex_program *stvp = (struct st_vertex_program *) prog;
return false;
if (st->vp == stvp)
- st->dirty.st |= ST_NEW_VERTEX_PROGRAM;
+ st->dirty |= ST_NEW_VERTEX_PROGRAM(st, stvp);
}
else if (target == GL_TESS_CONTROL_PROGRAM_NV) {
- struct st_tessctrl_program *sttcp =
- (struct st_tessctrl_program *) prog;
+ struct st_common_program *sttcp =
+ st_common_program(prog);
- st_release_basic_variants(st, sttcp->Base.Base.Target,
- &sttcp->variants, &sttcp->tgsi);
+ st_release_basic_variants(st, sttcp->Base.Target, &sttcp->variants,
+ &sttcp->tgsi);
if (!st_translate_tessctrl_program(st, sttcp))
return false;
if (st->tcp == sttcp)
- st->dirty.st |= ST_NEW_TESSCTRL_PROGRAM;
+ st->dirty |= sttcp->affected_states;
}
else if (target == GL_TESS_EVALUATION_PROGRAM_NV) {
- struct st_tesseval_program *sttep =
- (struct st_tesseval_program *) prog;
+ struct st_common_program *sttep =
+ st_common_program(prog);
- st_release_basic_variants(st, sttep->Base.Base.Target,
- &sttep->variants, &sttep->tgsi);
+ st_release_basic_variants(st, sttep->Base.Target, &sttep->variants,
+ &sttep->tgsi);
if (!st_translate_tesseval_program(st, sttep))
return false;
if (st->tep == sttep)
- st->dirty.st |= ST_NEW_TESSEVAL_PROGRAM;
+ st->dirty |= sttep->affected_states;
+ }
+ else if (target == GL_COMPUTE_PROGRAM_NV) {
+ struct st_compute_program *stcp =
+ (struct st_compute_program *) prog;
+
+ st_release_cp_variants(st, stcp);
+ if (!st_translate_compute_program(st, stcp))
+ return false;
+
+ if (st->cp == stcp)
+ st->dirty |= stcp->affected_states;
+ }
+ else if (target == GL_FRAGMENT_SHADER_ATI) {
+ assert(prog);
+
+ struct st_fragment_program *stfp = (struct st_fragment_program *) prog;
+ assert(stfp->ati_fs);
+ assert(stfp->ati_fs->Program == prog);
+
+ st_init_atifs_prog(ctx, prog);
+
+ st_release_fp_variants(st, stfp);
+ if (!st_translate_fragment_program(st, stfp))
+ return false;
+
+ if (st->fp == stfp)
+ st->dirty |= stfp->affected_states;
}
if (ST_DEBUG & DEBUG_PRECOMPILE ||
return GL_TRUE;
}
+/**
+ * Called via ctx->Driver.NewATIfs()
+ * Called in glEndFragmentShaderATI()
+ */
+static struct gl_program *
+st_new_ati_fs(struct gl_context *ctx, struct ati_fragment_shader *curProg)
+{
+ struct gl_program *prog = ctx->Driver.NewProgram(ctx, GL_FRAGMENT_PROGRAM_ARB,
+ curProg->Id, true);
+ struct st_fragment_program *stfp = (struct st_fragment_program *)prog;
+ stfp->ati_fs = curProg;
+ return prog;
+}
+
+static void
+st_max_shader_compiler_threads(struct gl_context *ctx, unsigned count)
+{
+ struct pipe_screen *screen = st_context(ctx)->pipe->screen;
+
+ if (screen->set_max_shader_compiler_threads)
+ screen->set_max_shader_compiler_threads(screen, count);
+}
+
+static bool
+st_get_shader_program_completion_status(struct gl_context *ctx,
+ struct gl_shader_program *shprog)
+{
+ struct pipe_screen *screen = st_context(ctx)->pipe->screen;
+
+ if (!screen->is_parallel_shader_compilation_finished)
+ return true;
+
+ for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
+ struct gl_linked_shader *linked = shprog->_LinkedShaders[i];
+ void *sh = NULL;
+
+ if (!linked || !linked->Program)
+ continue;
+
+ switch (i) {
+ case MESA_SHADER_VERTEX:
+ if (st_vertex_program(linked->Program)->variants)
+ sh = st_vertex_program(linked->Program)->variants->driver_shader;
+ break;
+ case MESA_SHADER_FRAGMENT:
+ if (st_fragment_program(linked->Program)->variants)
+ sh = st_fragment_program(linked->Program)->variants->driver_shader;
+ break;
+ case MESA_SHADER_TESS_CTRL:
+ case MESA_SHADER_TESS_EVAL:
+ case MESA_SHADER_GEOMETRY:
+ if (st_common_program(linked->Program)->variants)
+ sh = st_common_program(linked->Program)->variants->driver_shader;
+ break;
+ case MESA_SHADER_COMPUTE:
+ if (st_compute_program(linked->Program)->variants)
+ sh = st_compute_program(linked->Program)->variants->driver_shader;
+ break;
+ }
+
+ unsigned type = pipe_shader_type_from_mesa(i);
+
+ if (sh &&
+ !screen->is_parallel_shader_compilation_finished(screen, sh, type))
+ return false;
+ }
+ return true;
+}
/**
* Plug in the program and shader-related device driver functions.
void
st_init_program_functions(struct dd_function_table *functions)
{
- functions->BindProgram = st_bind_program;
- functions->UseProgram = st_use_program;
functions->NewProgram = st_new_program;
functions->DeleteProgram = st_delete_program;
- functions->IsProgramNative = st_is_program_native;
functions->ProgramStringNotify = st_program_string_notify;
-
+ functions->NewATIfs = st_new_ati_fs;
functions->LinkShader = st_link_shader;
+ functions->SetMaxShaderCompilerThreads = st_max_shader_compiler_threads;
+ functions->GetShaderProgramCompletionStatus =
+ st_get_shader_program_completion_status;
}