/**************************************************************************
*
- * 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
* 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.
/*
* Authors:
- * Keith Whitwell <keith@tungstengraphics.com>
+ * Keith Whitwell <keithw@vmware.com>
*/
#include "main/glheader.h"
#include "main/macros.h"
#include "main/enums.h"
-#include "shader/prog_instruction.h"
-#include "shader/prog_parameter.h"
-#include "shader/program.h"
-#include "shader/programopt.h"
-#include "shader/shader_api.h"
+#include "main/shaderapi.h"
+#include "program/prog_instruction.h"
+#include "program/program.h"
#include "cso_cache/cso_context.h"
#include "draw/draw_context.h"
#include "st_context.h"
+#include "st_debug.h"
#include "st_program.h"
-#include "st_atom_shader.h"
#include "st_mesa_to_tgsi.h"
#include "st_cb_program.h"
-
-
-static GLuint SerialNo = 1;
-
-
-/**
- * Called via ctx->Driver.BindProgram() to bind an ARB vertex or
- * fragment program.
- */
-static void st_bind_program( GLcontext *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;
- }
-}
-
-
-/**
- * Called via ctx->Driver.UseProgram() to bind a linked GLSL program
- * (vertex shader + fragment shader).
- */
-static void st_use_program( GLcontext *ctx,
- GLuint program )
-{
- struct st_context *st = st_context(ctx);
-
- st->dirty.st |= ST_NEW_FRAGMENT_PROGRAM;
- st->dirty.st |= ST_NEW_VERTEX_PROGRAM;
-
- _mesa_use_program(ctx, program);
-}
-
+#include "st_glsl_to_ir.h"
+#include "st_atifs_to_tgsi.h"
+#include "st_util.h"
/**
* Called via ctx->Driver.NewProgram() to allocate a new vertex or
* fragment program.
*/
-static struct gl_program *st_new_program( GLcontext *ctx,
- GLenum target,
- GLuint id )
+static struct gl_program *
+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);
-
- prog->serialNo = SerialNo++;
-
- return _mesa_init_vertex_program( ctx,
- &prog->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:
- case GL_FRAGMENT_PROGRAM_NV: {
- struct st_fragment_program *prog = ST_CALLOC_STRUCT(st_fragment_program);
-
- prog->serialNo = SerialNo++;
-
- return _mesa_init_fragment_program( ctx,
- &prog->Base,
- target,
- id );
+ case GL_FRAGMENT_PROGRAM_ARB: {
+ 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_common_program *prog = rzalloc(NULL,
+ struct st_common_program);
+ return _mesa_init_gl_program(&prog->Base, target, id, is_arb_asm);
+ }
+ 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);
return NULL;
}
-void
-st_delete_program(GLcontext *ctx, struct gl_program *prog)
+/**
+ * Called via ctx->Driver.DeleteProgram()
+ */
+static void
+st_delete_program(struct gl_context *ctx, struct gl_program *prog)
{
struct st_context *st = st_context(ctx);
case GL_VERTEX_PROGRAM_ARB:
{
struct st_vertex_program *stvp = (struct st_vertex_program *) prog;
- st_vp_release_varients( st, stvp );
+ st_release_vp_variants( st, stvp );
+
+ if (stvp->glsl_to_tgsi)
+ 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_common_program *p = st_common_program(prog);
+
+ st_release_basic_variants(st, p->Base.Target, &p->variants,
+ &p->tgsi);
+
+ if (p->glsl_to_tgsi)
+ free_glsl_to_tgsi_visitor(p->glsl_to_tgsi);
}
break;
case GL_FRAGMENT_PROGRAM_ARB:
{
- struct st_fragment_program *stfp = (struct st_fragment_program *) prog;
+ struct st_fragment_program *stfp =
+ (struct st_fragment_program *) prog;
- if (stfp->driver_shader) {
- cso_delete_fragment_shader(st->cso_context, stfp->driver_shader);
- stfp->driver_shader = NULL;
- }
+ st_release_fp_variants(st, stfp);
- if (stfp->state.tokens) {
- st_free_tokens(stfp->state.tokens);
- stfp->state.tokens = NULL;
- }
-
- if (stfp->bitmap_program) {
- struct gl_program *prg = &stfp->bitmap_program->Base.Base;
- _mesa_reference_program(ctx, &prg, NULL);
- stfp->bitmap_program = NULL;
- }
+ if (stfp->glsl_to_tgsi)
+ free_glsl_to_tgsi_visitor(stfp->glsl_to_tgsi);
+ }
+ break;
+ case GL_COMPUTE_PROGRAM_NV:
+ {
+ struct st_compute_program *stcp =
+ (struct st_compute_program *) prog;
+
+ st_release_cp_variants(st, stcp);
+
+ if (stcp->glsl_to_tgsi)
+ free_glsl_to_tgsi_visitor(stcp->glsl_to_tgsi);
}
break;
default:
}
-static GLboolean st_is_program_native( GLcontext *ctx,
- GLenum target,
- struct gl_program *prog )
-{
- return GL_TRUE;
-}
-
-
-static void st_program_string_notify( GLcontext *ctx,
- GLenum target,
- struct gl_program *prog )
+/**
+ * Called via ctx->Driver.ProgramStringNotify()
+ * Called when the program's text/code is changed. We have to free
+ * all shader variants and corresponding gallium shaders when this happens.
+ */
+static GLboolean
+st_program_string_notify( struct gl_context *ctx,
+ GLenum target,
+ struct gl_program *prog )
{
struct st_context *st = st_context(ctx);
+ gl_shader_stage stage = _mesa_program_enum_to_shader_stage(target);
if (target == GL_FRAGMENT_PROGRAM_ARB) {
struct st_fragment_program *stfp = (struct st_fragment_program *) prog;
- stfp->serialNo++;
+ st_release_fp_variants(st, stfp);
+ if (!st_translate_fragment_program(st, stfp))
+ return false;
- if (stfp->driver_shader) {
- cso_delete_fragment_shader(st->cso_context, stfp->driver_shader);
- stfp->driver_shader = NULL;
- }
+ if (st->fp == stfp)
+ st->dirty |= stfp->affected_states;
+ }
+ else if (target == GL_GEOMETRY_PROGRAM_NV) {
+ struct st_common_program *stgp = st_common_program(prog);
- if (stfp->state.tokens) {
- st_free_tokens(stfp->state.tokens);
- stfp->state.tokens = NULL;
- }
+ st_release_basic_variants(st, stgp->Base.Target, &stgp->variants,
+ &stgp->tgsi);
+ if (!st_translate_geometry_program(st, stgp))
+ return false;
- if (st->fp == stfp)
- st->dirty.st |= ST_NEW_FRAGMENT_PROGRAM;
+ if (st->gp == stgp)
+ st->dirty |= stgp->affected_states;
}
else if (target == GL_VERTEX_PROGRAM_ARB) {
struct st_vertex_program *stvp = (struct st_vertex_program *) prog;
- stvp->serialNo++;
-
- st_vp_release_varients( st, stvp );
+ st_release_vp_variants(st, stvp);
+ if (!st_translate_vertex_program(st, stvp))
+ 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_common_program *sttcp =
+ st_common_program(prog);
+
+ 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 |= sttcp->affected_states;
+ }
+ else if (target == GL_TESS_EVALUATION_PROGRAM_NV) {
+ struct st_common_program *sttep =
+ st_common_program(prog);
+
+ 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 |= 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 ||
+ st->shader_has_one_variant[stage])
+ st_precompile_shader_variant(st, prog);
+
+ 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);
-void st_init_program_functions(struct dd_function_table *functions)
+ 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;
}