From: Fabian Bieler Date: Fri, 7 Mar 2014 09:39:39 +0000 (+0100) Subject: mesa: add misc tessellation shader stuff X-Git-Url: https://git.libre-soc.org/?a=commitdiff_plain;h=550a570c5325cc64a547fe4d6e1e75af2d0e9587;p=mesa.git mesa: add misc tessellation shader stuff Reviewed-by: Kenneth Graunke --- diff --git a/src/mesa/main/context.c b/src/mesa/main/context.c index a08c0d84f6b..7451e5a2bdd 100644 --- a/src/mesa/main/context.c +++ b/src/mesa/main/context.c @@ -1331,6 +1331,8 @@ _mesa_free_context_data( struct gl_context *ctx ) _mesa_reference_vertprog(ctx, &ctx->VertexProgram._Current, NULL); _mesa_reference_vertprog(ctx, &ctx->VertexProgram._TnlProgram, NULL); + _mesa_reference_tesscprog(ctx, &ctx->TessCtrlProgram._Current, NULL); + _mesa_reference_tesseprog(ctx, &ctx->TessEvalProgram._Current, NULL); _mesa_reference_geomprog(ctx, &ctx->GeometryProgram._Current, NULL); _mesa_reference_fragprog(ctx, &ctx->FragmentProgram.Current, NULL); diff --git a/src/mesa/main/mtypes.h b/src/mesa/main/mtypes.h index e30f923dd7b..12390c430e6 100644 --- a/src/mesa/main/mtypes.h +++ b/src/mesa/main/mtypes.h @@ -2410,7 +2410,8 @@ struct gl_ati_fragment_shader_state */ struct gl_shader { - /** GL_FRAGMENT_SHADER || GL_VERTEX_SHADER || GL_GEOMETRY_SHADER_ARB. + /** GL_FRAGMENT_SHADER || GL_VERTEX_SHADER || GL_GEOMETRY_SHADER_ARB || + * GL_TESS_CONTROL_SHADER || GL_TESS_EVALUATION_SHADER. * Must be the first field. */ GLenum Type; diff --git a/src/mesa/main/shaderapi.c b/src/mesa/main/shaderapi.c index a074a444d67..77b1430cee1 100644 --- a/src/mesa/main/shaderapi.c +++ b/src/mesa/main/shaderapi.c @@ -206,6 +206,9 @@ _mesa_validate_shader_target(const struct gl_context *ctx, GLenum type) return ctx == NULL || ctx->Extensions.ARB_vertex_shader; case GL_GEOMETRY_SHADER_ARB: return ctx == NULL || _mesa_has_geometry_shaders(ctx); + case GL_TESS_CONTROL_SHADER: + case GL_TESS_EVALUATION_SHADER: + return ctx == NULL || _mesa_has_tessellation(ctx); case GL_COMPUTE_SHADER: return ctx == NULL || ctx->Extensions.ARB_compute_shader; default: @@ -422,6 +425,8 @@ detach_shader(struct gl_context *ctx, GLuint program, GLuint shader) /* sanity check - make sure the new list's entries are sensible */ for (j = 0; j < shProg->NumShaders; j++) { assert(shProg->Shaders[j]->Type == GL_VERTEX_SHADER || + shProg->Shaders[j]->Type == GL_TESS_CONTROL_SHADER || + shProg->Shaders[j]->Type == GL_TESS_EVALUATION_SHADER || shProg->Shaders[j]->Type == GL_GEOMETRY_SHADER || shProg->Shaders[j]->Type == GL_FRAGMENT_SHADER); assert(shProg->Shaders[j]->RefCount > 0); @@ -1083,6 +1088,12 @@ print_shader_info(const struct gl_shader_program *shProg) if (shProg->_LinkedShaders[MESA_SHADER_GEOMETRY]) printf(" geom prog %u\n", shProg->_LinkedShaders[MESA_SHADER_GEOMETRY]->Program->Id); + if (shProg->_LinkedShaders[MESA_SHADER_TESS_CTRL]) + printf(" tesc prog %u\n", + shProg->_LinkedShaders[MESA_SHADER_TESS_CTRL]->Program->Id); + if (shProg->_LinkedShaders[MESA_SHADER_TESS_EVAL]) + printf(" tese prog %u\n", + shProg->_LinkedShaders[MESA_SHADER_TESS_EVAL]->Program->Id); } @@ -2035,6 +2046,21 @@ _mesa_copy_linked_program_data(gl_shader_stage type, case MESA_SHADER_VERTEX: dst->UsesClipDistanceOut = src->Vert.UsesClipDistance; break; + case MESA_SHADER_TESS_CTRL: { + struct gl_tess_ctrl_program *dst_tcp = + (struct gl_tess_ctrl_program *) dst; + dst_tcp->VerticesOut = src->TessCtrl.VerticesOut; + break; + } + case MESA_SHADER_TESS_EVAL: { + struct gl_tess_eval_program *dst_tep = + (struct gl_tess_eval_program *) dst; + dst_tep->PrimitiveMode = src->TessEval.PrimitiveMode; + dst_tep->Spacing = src->TessEval.Spacing; + dst_tep->VertexOrder = src->TessEval.VertexOrder; + dst_tep->PointMode = src->TessEval.PointMode; + break; + } case MESA_SHADER_GEOMETRY: { struct gl_geometry_program *dst_gp = (struct gl_geometry_program *) dst; dst_gp->VerticesIn = src->Geom.VerticesIn; diff --git a/src/mesa/main/state.c b/src/mesa/main/state.c index bede7fe1d0e..d3b1c72b08d 100644 --- a/src/mesa/main/state.c +++ b/src/mesa/main/state.c @@ -79,8 +79,8 @@ update_program_enables(struct gl_context *ctx) /** - * Update the ctx->Vertex/Geometry/FragmentProgram._Current pointers to point - * to the current/active programs. Then call ctx->Driver.BindProgram() to + * Update the ctx->*Program._Current pointers to point to the + * current/active programs. Then call ctx->Driver.BindProgram() to * tell the driver which programs to use. * * Programs may come from 3 sources: GLSL shaders, ARB/NV_vertex/fragment @@ -97,6 +97,10 @@ update_program(struct gl_context *ctx) { const struct gl_shader_program *vsProg = ctx->_Shader->CurrentProgram[MESA_SHADER_VERTEX]; + const struct gl_shader_program *tcsProg = + ctx->_Shader->CurrentProgram[MESA_SHADER_TESS_CTRL]; + const struct gl_shader_program *tesProg = + ctx->_Shader->CurrentProgram[MESA_SHADER_TESS_EVAL]; const struct gl_shader_program *gsProg = ctx->_Shader->CurrentProgram[MESA_SHADER_GEOMETRY]; struct gl_shader_program *fsProg = @@ -106,6 +110,8 @@ update_program(struct gl_context *ctx) const struct gl_vertex_program *prevVP = ctx->VertexProgram._Current; const struct gl_fragment_program *prevFP = ctx->FragmentProgram._Current; const struct gl_geometry_program *prevGP = ctx->GeometryProgram._Current; + const struct gl_tess_ctrl_program *prevTCP = ctx->TessCtrlProgram._Current; + const struct gl_tess_eval_program *prevTEP = ctx->TessEvalProgram._Current; const struct gl_compute_program *prevCP = ctx->ComputeProgram._Current; GLbitfield new_state = 0x0; @@ -175,6 +181,30 @@ update_program(struct gl_context *ctx) _mesa_reference_geomprog(ctx, &ctx->GeometryProgram._Current, NULL); } + if (tesProg && tesProg->LinkStatus + && tesProg->_LinkedShaders[MESA_SHADER_TESS_EVAL]) { + /* Use GLSL tessellation evaluation shader */ + _mesa_reference_tesseprog(ctx, &ctx->TessEvalProgram._Current, + gl_tess_eval_program( + tesProg->_LinkedShaders[MESA_SHADER_TESS_EVAL]->Program)); + } + else { + /* No tessellation evaluation program */ + _mesa_reference_tesseprog(ctx, &ctx->TessEvalProgram._Current, NULL); + } + + if (tcsProg && tcsProg->LinkStatus + && tcsProg->_LinkedShaders[MESA_SHADER_TESS_CTRL]) { + /* Use GLSL tessellation control shader */ + _mesa_reference_tesscprog(ctx, &ctx->TessCtrlProgram._Current, + gl_tess_ctrl_program( + tcsProg->_LinkedShaders[MESA_SHADER_TESS_CTRL]->Program)); + } + else { + /* No tessellation control program */ + _mesa_reference_tesscprog(ctx, &ctx->TessCtrlProgram._Current, NULL); + } + /* Examine vertex program after fragment program as * _mesa_get_fixed_func_vertex_program() needs to know active * fragprog inputs. @@ -230,6 +260,22 @@ update_program(struct gl_context *ctx) } } + if (ctx->TessEvalProgram._Current != prevTEP) { + new_state |= _NEW_PROGRAM; + if (ctx->Driver.BindProgram) { + ctx->Driver.BindProgram(ctx, GL_TESS_EVALUATION_PROGRAM_NV, + (struct gl_program *) ctx->TessEvalProgram._Current); + } + } + + if (ctx->TessCtrlProgram._Current != prevTCP) { + new_state |= _NEW_PROGRAM; + if (ctx->Driver.BindProgram) { + ctx->Driver.BindProgram(ctx, GL_TESS_CONTROL_PROGRAM_NV, + (struct gl_program *) ctx->TessCtrlProgram._Current); + } + } + if (ctx->VertexProgram._Current != prevVP) { new_state |= _NEW_PROGRAM; if (ctx->Driver.BindProgram) { @@ -266,8 +312,8 @@ update_program_constants(struct gl_context *ctx) } } - /* Don't handle geometry shaders here. They don't use any state - * constants. + /* Don't handle tessellation and geometry shaders here. They don't use + * any state constants. */ if (ctx->VertexProgram._Current) {