#include "st_atom_shader.h"
-
/**
- * Structure to describe a (vertex program, fragment program) pair
- * which is linked together (used together to render something). This
- * linkage basically servers the same purpose as the OpenGL Shading
- * Language linker, but also applies to ARB programs and Mesa's
- * fixed-function-generated programs.
- *
- * More background:
- *
- * The translation from Mesa programs to TGSI programs depends on the
- * linkage between the vertex program and the fragment program. This is
- * because we tightly pack the inputs and outputs of shaders into
- * consecutive "slots".
- *
- * Suppose an app uses one vertex program "VP" (outputting pos, color and tex0)
- * and two fragment programs:
- * FP1: uses tex0 input only (input slot 0)
- * FP2: uses color input only (input slot 0)
- *
- * When VP is used with FP1 we want VP.output[2] to match FP1.input[0], but
- * when VP is used with FP2 we want VP.output[1] to match FP1.input[0].
- *
- * We don't want to re-translate the vertex and/or fragment programs
- * each time the VP/FP bindings/linkings change. The solution is this
- * structure which stores the translated TGSI shaders on a per-linkage
- * basis.
- *
+ * This represents a vertex program, especially translated to match
+ * the inputs of a particular fragment shader.
*/
-struct linked_program_pair
+struct translated_vertex_program
{
- struct st_vertex_program *vprog; /**< never changes */
- struct st_fragment_program *fprog; /**< never changes */
+ /** The fragment shader "signature" this vertex shader is meant for: */
+ GLbitfield frag_inputs;
- struct tgsi_token vs_tokens[ST_FP_MAX_TOKENS];
- struct tgsi_token fs_tokens[ST_FP_MAX_TOKENS];
+ /** Compared against master vertex program's serialNo: */
+ GLuint serialNo;
- const struct cso_vertex_shader *vs;
- const struct cso_fragment_shader *fs;
-
- GLuint vertSerialNo, fragSerialNo;
+ /** Maps VERT_RESULT_x to slot */
+ GLuint output_to_slot[VERT_RESULT_MAX];
- /** maps a Mesa VERT_ATTRIB_x to a packed TGSI input index */
- GLuint vp_input_to_index[MAX_VERTEX_PROGRAM_ATTRIBS];
- /** maps a TGSI input index back to a Mesa VERT_ATTRIB_x */
- GLuint vp_index_to_input[MAX_VERTEX_PROGRAM_ATTRIBS];
+ /** The program in TGSI format */
+ struct tgsi_token tokens[ST_MAX_SHADER_TOKENS];
- GLuint vp_result_to_slot[VERT_RESULT_MAX];
+ /** Pointer to the translated, cached vertex shader */
+ const struct cso_vertex_shader *vs;
- struct linked_program_pair *next;
+ struct translated_vertex_program *next; /**< next in linked list */
};
-/** XXX temporary - use some kind of hash table instead */
-static struct linked_program_pair *Pairs = NULL;
-
-
-static void
-find_and_remove(struct gl_program *prog)
-{
- struct linked_program_pair *pair, *prev = NULL, *next;
- for (pair = Pairs; pair; pair = next) {
- next = pair->next;
- if (pair->vprog == (struct st_vertex_program *) prog ||
- pair->fprog == (struct st_fragment_program *) prog) {
- /* unlink */
- if (prev)
- prev->next = next;
- else
- Pairs = next;
- /* delete pair->vs */
- /* delete pair->fs */
- free(pair);
- }
- else {
- prev = pair;
- }
- }
-}
-
/**
- * Delete any known program pairs that use the given vertex program.
+ * Free data hanging off the st vert prog.
*/
void
st_remove_vertex_program(struct st_context *st, struct st_vertex_program *stvp)
{
- find_and_remove(&stvp->Base.Base);
+ /* no-op, for now? */
}
/**
- * Delete any known program pairs that use the given fragment program.
+ * Free data hanging off the st frag prog.
*/
void
st_remove_fragment_program(struct st_context *st,
struct st_fragment_program *stfp)
{
- find_and_remove(&stfp->Base.Base);
+ struct translated_vertex_program *xvp, *next;
+
+ for (xvp = stfp->vertex_programs; xvp; xvp = next) {
+ next = xvp->next;
+ /* XXX free xvp->vs */
+ free(xvp);
+ }
}
/**
- * Examine the outputs written by a vertex program and the inputs read
- * by a fragment program to determine which match up and where they
- * should be mapped into the generic shader output/input slots.
- * \param vert_output_map returns the vertex output register mapping
- * \param frag_input_map returns the fragment input register mapping
+ * 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.
*/
-static GLuint
-link_outputs_to_inputs(GLbitfield outputsWritten,
- GLbitfield inputsRead,
- GLuint vert_output_map[],
- GLuint frag_input_map[])
+static struct translated_vertex_program *
+find_translated_vp(struct st_context *st,
+ struct st_vertex_program *stvp,
+ struct st_fragment_program *stfp)
{
static const GLuint UNUSED = ~0;
- GLint vert_slot_to_attr[50], frag_slot_to_attr[50];
- GLuint outAttr, inAttr;
- GLuint numIn = 0, dummySlot;
-
- for (inAttr = 0; inAttr < FRAG_ATTRIB_MAX; inAttr++) {
- if (inputsRead & (1 << inAttr)) {
- frag_input_map[inAttr] = numIn;
- frag_slot_to_attr[numIn] = inAttr;
- numIn++;
- }
- else {
- frag_input_map[inAttr] = UNUSED;
- }
- }
+ struct translated_vertex_program *xvp;
+ const GLbitfield fragInputsRead
+ = stfp->Base.Base.InputsRead | FRAG_BIT_WPOS;
- for (outAttr = 0; outAttr < VERT_RESULT_MAX; outAttr++) {
- if (outputsWritten & (1 << outAttr)) {
- /* see if the frag prog wants this vert output */
- GLint fpIn = vp_out_to_fp_in(outAttr);
+ /*
+ * Translate fragment program if needed.
+ */
+ if (!stfp->fs) {
+ GLuint inAttr, numIn = 0;
- if (fpIn >= 0) {
- GLuint frag_slot = frag_input_map[fpIn];
- vert_output_map[outAttr] = frag_slot;
- vert_slot_to_attr[frag_slot] = outAttr;
+ for (inAttr = 0; inAttr < FRAG_ATTRIB_MAX; inAttr++) {
+ if (fragInputsRead & (1 << inAttr)) {
+ stfp->input_to_slot[inAttr] = numIn;
+ numIn++;
}
else {
- vert_output_map[outAttr] = UNUSED;
+ stfp->input_to_slot[inAttr] = UNUSED;
}
}
- else {
- vert_output_map[outAttr] = UNUSED;
- }
- }
- /*
- * We'll map all unused vertex program outputs to this slot.
- * We'll also map all undefined fragment program inputs to this slot.
- */
- dummySlot = numIn;
+ stfp->num_input_slots = numIn;
- /* Map vert program outputs that aren't used to the dummy slot */
- for (outAttr = 0; outAttr < VERT_RESULT_MAX; outAttr++) {
- if (outputsWritten & (1 << outAttr)) {
- if (vert_output_map[outAttr] == UNUSED)
- vert_output_map[outAttr] = dummySlot;
- }
+ (void) st_translate_fragment_program(st, stfp,
+ stfp->input_to_slot,
+ stfp->tokens,
+ ST_MAX_SHADER_TOKENS);
+ assert(stfp->fs);
}
- /* Map frag program inputs that aren't defined to the dummy slot */
- for (inAttr = 0; inAttr < FRAG_ATTRIB_MAX; inAttr++) {
- if (inputsRead & (1 << inAttr)) {
- if (frag_input_map[inAttr] == UNUSED)
- frag_input_map[inAttr] = dummySlot;
- }
- }
-#if 0
- printf("vOut W slot\n");
- for (outAttr = 0; outAttr < VERT_RESULT_MAX; outAttr++) {
- printf("%4d %c %4d\n", outAttr,
- " *"[(outputsWritten >> outAttr) & 1],
- vert_output_map[outAttr]);
- }
- printf("vIn R slot\n");
- for (inAttr = 0; inAttr < FRAG_ATTRIB_MAX; inAttr++) {
- printf("%3d %c %4d\n", inAttr,
- " *"[(inputsRead >> inAttr) & 1],
- frag_input_map[inAttr]);
+ /* See if we've got a translated vertex program whose outputs match
+ * the fragment program's inputs.
+ * XXX This could be a hash lookup, using InputsRead as the key.
+ */
+ for (xvp = stfp->vertex_programs; xvp; xvp = xvp->next) {
+ if (xvp->frag_inputs == stfp->Base.Base.InputsRead) {
+ break;
+ }
}
-#endif
- return numIn;
-}
+ /* No? Allocate translated vp object now */
+ if (!xvp) {
+ xvp = CALLOC_STRUCT(translated_vertex_program);
+ xvp->frag_inputs = fragInputsRead;
+ xvp->next = stfp->vertex_programs;
+ stfp->vertex_programs = xvp;
+ }
-static struct linked_program_pair *
-lookup_program_pair(struct st_context *st,
- struct st_vertex_program *vprog,
- struct st_fragment_program *fprog)
-{
- struct linked_program_pair *pair;
-
- /* search */
- for (pair = Pairs; pair; pair = pair->next) {
- if (pair->vprog == vprog && pair->fprog == fprog) {
- /* found it */
- break;
+ /* See if we need to translate vertex program to TGSI form */
+ if (xvp->serialNo != stvp->serialNo) {
+ GLuint outAttr, dummySlot;
+ const GLbitfield outputsWritten = stvp->Base.Base.OutputsWritten;
+
+ /* Compute mapping of vertex program outputs to slots, which depends
+ * on the fragment program's input->slot mapping.
+ */
+ for (outAttr = 0; outAttr < VERT_RESULT_MAX; outAttr++) {
+ /* set default: */
+ xvp->output_to_slot[outAttr] = UNUSED;
+
+ if (outputsWritten & (1 << outAttr)) {
+ /* see if the frag prog wants this vert output */
+ GLint fpIn = vp_out_to_fp_in(outAttr);
+ if (fpIn >= 0) {
+ xvp->output_to_slot[outAttr] = stfp->input_to_slot[fpIn];
+ }
+ }
}
- }
- /*
- * Examine the outputs of the vertex shader and the inputs of the
- * fragment shader to determine how to match both to a common set
- * of slots.
- */
- if (!pair) {
- pair = CALLOC_STRUCT(linked_program_pair);
- if (pair) {
- pair->vprog = vprog;
- pair->fprog = fprog;
+ /* Unneeded vertex program outputs will go to this slot.
+ * We could use this info to do dead code elimination in the
+ * vertex program.
+ */
+ dummySlot = stfp->num_input_slots;
+
+ /* Map vert program outputs that aren't used to the dummy slot */
+ for (outAttr = 0; outAttr < VERT_RESULT_MAX; outAttr++) {
+ if (outputsWritten & (1 << outAttr)) {
+ if (xvp->output_to_slot[outAttr] == UNUSED)
+ xvp->output_to_slot[outAttr] = dummySlot;
+ }
}
- }
- return pair;
-}
+ xvp->vs = st_translate_vertex_program(st, stvp,
+ xvp->output_to_slot,
+ xvp->tokens,
+ ST_MAX_SHADER_TOKENS);
+ assert(xvp->vs);
+ stvp->vs = NULL; /* don't want to use this */
-static void
-link_shaders(struct st_context *st, struct linked_program_pair *pair)
-{
- struct st_vertex_program *vprog = pair->vprog;
- struct st_fragment_program *fprog = pair->fprog;
-
- assert(vprog);
- assert(fprog);
-
- if (pair->vertSerialNo != vprog->serialNo ||
- pair->fragSerialNo != fprog->serialNo) {
- /* re-link and re-translate */
- GLuint vert_output_mapping[VERT_RESULT_MAX];
- GLuint frag_input_mapping[FRAG_ATTRIB_MAX];
-
- link_outputs_to_inputs(vprog->Base.Base.OutputsWritten,
- fprog->Base.Base.InputsRead | FRAG_BIT_WPOS,
- vert_output_mapping,
- frag_input_mapping);
-
- /* xlate vp to vs + vs tokens */
- st_translate_vertex_program(st, vprog,
- vert_output_mapping,
- pair->vs_tokens, ST_FP_MAX_TOKENS);
-
- pair->vprog = vprog;
- /* temp hacks */
- pair->vs = vprog->vs;
- vprog->vs = NULL;
-
-
- /* xlate fp to fs + fs tokens */
- st_translate_fragment_program(st, fprog,
- frag_input_mapping,
- pair->fs_tokens, ST_FP_MAX_TOKENS);
- pair->fprog = fprog;
- /* temp hacks */
- pair->fs = fprog->fs;
- fprog->fs = NULL;
-
- /* save pair */
- pair->next = Pairs;
- Pairs = pair;
-
- pair->vertSerialNo = vprog->serialNo;
- pair->fragSerialNo = fprog->serialNo;
+ /* translated VP is up to date now */
+ xvp->serialNo = stvp->serialNo;
}
+
+ return xvp;
}
static void
update_linkage( struct st_context *st )
{
- struct linked_program_pair *pair;
struct st_vertex_program *stvp;
struct st_fragment_program *stfp;
+ struct translated_vertex_program *xvp;
/* find active shader and params -- Should be covered by
* ST_NEW_VERTEX_PROGRAM
stfp = st_fragment_program(st->ctx->FragmentProgram._Current);
}
+ xvp = find_translated_vp(st, stvp, stfp);
- pair = lookup_program_pair(st, stvp, stfp);
- assert(pair);
- link_shaders(st, pair);
-
-
- /* Bind the vertex program and TGSI shader */
st->vp = stvp;
- st->state.vs = pair->vs;
+ st->state.vs = xvp->vs;
st->pipe->bind_vs_state(st->pipe, st->state.vs->data);
- /* Bind the fragment program and TGSI shader */
st->fp = stfp;
- st->state.fs = pair->fs;
+ st->state.fs = stfp->fs;
st->pipe->bind_fs_state(st->pipe, st->state.fs->data);
- st->vertex_result_to_slot = pair->vp_result_to_slot;
+ st->vertex_result_to_slot = xvp->output_to_slot;
}