Merge branch 'mesa_7_7_branch'
[mesa.git] / src / mesa / state_tracker / st_atom_shader.c
1 /**************************************************************************
2 *
3 * Copyright 2003 Tungsten Graphics, Inc., Cedar Park, Texas.
4 * All Rights Reserved.
5 *
6 * Permission is hereby granted, free of charge, to any person obtaining a
7 * copy of this software and associated documentation files (the
8 * "Software"), to deal in the Software without restriction, including
9 * without limitation the rights to use, copy, modify, merge, publish,
10 * distribute, sub license, and/or sell copies of the Software, and to
11 * permit persons to whom the Software is furnished to do so, subject to
12 * the following conditions:
13 *
14 * The above copyright notice and this permission notice (including the
15 * next paragraph) shall be included in all copies or substantial portions
16 * of the Software.
17 *
18 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
19 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
20 * MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT.
21 * IN NO EVENT SHALL TUNGSTEN GRAPHICS AND/OR ITS SUPPLIERS BE LIABLE FOR
22 * ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
23 * TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
24 * SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
25 *
26 **************************************************************************/
27
28 /**
29 * State validation for vertex/fragment shaders.
30 * Note that we have to delay most vertex/fragment shader translation
31 * until rendering time since the linkage between the vertex outputs and
32 * fragment inputs can vary depending on the pairing of shaders.
33 *
34 * Authors:
35 * Brian Paul
36 */
37
38 #include "main/imports.h"
39 #include "main/mtypes.h"
40 #include "main/macros.h"
41 #include "shader/program.h"
42
43 #include "pipe/p_context.h"
44 #include "pipe/p_shader_tokens.h"
45
46 #include "util/u_simple_shaders.h"
47
48 #include "cso_cache/cso_context.h"
49
50 #include "st_context.h"
51 #include "st_atom.h"
52 #include "st_program.h"
53 #include "st_atom_shader.h"
54
55
56
57 /**
58 * Translate fragment program if needed.
59 */
60 static void
61 translate_fp(struct st_context *st,
62 struct st_fragment_program *stfp)
63 {
64 const GLbitfield fragInputsRead = stfp->Base.Base.InputsRead;
65
66 if (!stfp->state.tokens) {
67 GLuint inAttr, numIn = 0;
68
69 for (inAttr = 0; inAttr < FRAG_ATTRIB_MAX; inAttr++) {
70 if (fragInputsRead & (1 << inAttr)) {
71 stfp->input_to_slot[inAttr] = numIn;
72 numIn++;
73 }
74 else {
75 stfp->input_to_slot[inAttr] = -1;
76 }
77 }
78
79 stfp->num_input_slots = numIn;
80
81 assert(stfp->Base.Base.NumInstructions > 0);
82
83 st_translate_fragment_program(st, stfp, stfp->input_to_slot);
84 }
85 }
86
87
88
89 /**
90 * Find a translated vertex program that corresponds to stvp and
91 * has outputs matched to stfp's inputs.
92 * This performs vertex and fragment translation (to TGSI) when needed.
93 */
94 static struct st_vp_varient *
95 find_translated_vp(struct st_context *st,
96 struct st_vertex_program *stvp )
97 {
98 struct st_vp_varient *vpv;
99 struct st_vp_varient_key key;
100
101 /* Nothing in our key yet. This will change:
102 */
103 memset(&key, 0, sizeof key);
104
105 /* When this is true, we will add an extra input to the vertex
106 * shader translation (for edgeflags), an extra output with
107 * edgeflag semantics, and extend the vertex shader to pass through
108 * the input to the output. We'll need to use similar logic to set
109 * up the extra vertex_element input for edgeflags.
110 * _NEW_POLYGON, ST_NEW_EDGEFLAGS_DATA
111 */
112 key.passthrough_edgeflags = (st->vertdata_edgeflags && (
113 st->ctx->Polygon.FrontMode != GL_FILL ||
114 st->ctx->Polygon.BackMode != GL_FILL));
115
116
117 /* Do we need to throw away old translations after a change in the
118 * GL program string?
119 */
120 if (stvp->serialNo != stvp->lastSerialNo) {
121 /* These may have changed if the program string changed.
122 */
123 st_prepare_vertex_program( st, stvp );
124
125 /* We are now up-to-date:
126 */
127 stvp->lastSerialNo = stvp->serialNo;
128 }
129
130 /* See if we've got a translated vertex program whose outputs match
131 * the fragment program's inputs.
132 */
133 for (vpv = stvp->varients; vpv; vpv = vpv->next) {
134 if (memcmp(&vpv->key, &key, sizeof key) == 0) {
135 break;
136 }
137 }
138
139 /* No? Perform new translation here. */
140 if (!vpv) {
141 vpv = st_translate_vertex_program(st, stvp, &key);
142 if (!vpv)
143 return NULL;
144
145 vpv->next = stvp->varients;
146 stvp->varients = vpv;
147 }
148
149 return vpv;
150 }
151
152
153 /**
154 * Return pointer to a pass-through fragment shader.
155 * This shader is used when a texture is missing/incomplete.
156 */
157 static void *
158 get_passthrough_fs(struct st_context *st)
159 {
160 if (!st->passthrough_fs) {
161 st->passthrough_fs =
162 util_make_fragment_passthrough_shader(st->pipe);
163 }
164
165 return st->passthrough_fs;
166 }
167
168
169 /**
170 * Update fragment program state/atom. This involves translating the
171 * Mesa fragment program into a gallium fragment program and binding it.
172 */
173 static void
174 update_fp( struct st_context *st )
175 {
176 struct st_fragment_program *stfp;
177
178 assert(st->ctx->FragmentProgram._Current);
179 stfp = st_fragment_program(st->ctx->FragmentProgram._Current);
180 assert(stfp->Base.Base.Target == GL_FRAGMENT_PROGRAM_ARB);
181
182 translate_fp(st, stfp);
183
184 st_reference_fragprog(st, &st->fp, stfp);
185
186 if (st->missing_textures) {
187 /* use a pass-through frag shader that uses no textures */
188 void *fs = get_passthrough_fs(st);
189 cso_set_fragment_shader_handle(st->cso_context, fs);
190 }
191 else {
192 cso_set_fragment_shader_handle(st->cso_context, stfp->driver_shader);
193 }
194 }
195
196
197 const struct st_tracked_state st_update_fp = {
198 "st_update_fp", /* name */
199 { /* dirty */
200 0, /* mesa */
201 ST_NEW_FRAGMENT_PROGRAM /* st */
202 },
203 update_fp /* update */
204 };
205
206
207
208 /**
209 * Update vertex program state/atom. This involves translating the
210 * Mesa vertex program into a gallium fragment program and binding it.
211 */
212 static void
213 update_vp( struct st_context *st )
214 {
215 struct st_vertex_program *stvp;
216
217 /* find active shader and params -- Should be covered by
218 * ST_NEW_VERTEX_PROGRAM
219 */
220 assert(st->ctx->VertexProgram._Current);
221 stvp = st_vertex_program(st->ctx->VertexProgram._Current);
222 assert(stvp->Base.Base.Target == GL_VERTEX_PROGRAM_ARB);
223
224 st->vp_varient = find_translated_vp(st, stvp);
225
226 st_reference_vertprog(st, &st->vp, stvp);
227
228 cso_set_vertex_shader_handle(st->cso_context,
229 st->vp_varient->driver_shader);
230
231 st->vertex_result_to_slot = stvp->result_to_output;
232 }
233
234
235 const struct st_tracked_state st_update_vp = {
236 "st_update_vp", /* name */
237 { /* dirty */
238 _NEW_POLYGON, /* mesa */
239 ST_NEW_VERTEX_PROGRAM | ST_NEW_EDGEFLAGS_DATA /* st */
240 },
241 update_vp /* update */
242 };