1 /**************************************************************************
3 * Copyright 2003 VMware, Inc.
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:
14 * The above copyright notice and this permission notice (including the
15 * next paragraph) shall be included in all copies or substantial portions
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 VMWARE 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.
26 **************************************************************************/
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.
39 #include "main/mtypes.h"
40 #include "main/framebuffer.h"
41 #include "main/state.h"
42 #include "main/texobj.h"
43 #include "main/texstate.h"
44 #include "program/program.h"
46 #include "pipe/p_context.h"
47 #include "pipe/p_shader_tokens.h"
48 #include "util/u_simple_shaders.h"
49 #include "cso_cache/cso_context.h"
50 #include "util/u_debug.h"
52 #include "st_context.h"
54 #include "st_program.h"
55 #include "st_texture.h"
60 get_texture_target(struct gl_context
*ctx
, const unsigned unit
)
62 struct gl_texture_object
*texObj
= _mesa_get_tex_unit(ctx
, unit
)->_Current
;
63 gl_texture_index index
;
66 index
= _mesa_tex_target_to_index(ctx
, texObj
->Target
);
68 /* fallback for missing texture */
69 index
= TEXTURE_2D_INDEX
;
72 /* Map mesa texture target to TGSI texture target.
73 * Copied from st_mesa_to_tgsi.c, the shadow part is omitted */
75 case TEXTURE_2D_MULTISAMPLE_INDEX
: return TGSI_TEXTURE_2D_MSAA
;
76 case TEXTURE_2D_MULTISAMPLE_ARRAY_INDEX
: return TGSI_TEXTURE_2D_ARRAY_MSAA
;
77 case TEXTURE_BUFFER_INDEX
: return TGSI_TEXTURE_BUFFER
;
78 case TEXTURE_1D_INDEX
: return TGSI_TEXTURE_1D
;
79 case TEXTURE_2D_INDEX
: return TGSI_TEXTURE_2D
;
80 case TEXTURE_3D_INDEX
: return TGSI_TEXTURE_3D
;
81 case TEXTURE_CUBE_INDEX
: return TGSI_TEXTURE_CUBE
;
82 case TEXTURE_CUBE_ARRAY_INDEX
: return TGSI_TEXTURE_CUBE_ARRAY
;
83 case TEXTURE_RECT_INDEX
: return TGSI_TEXTURE_RECT
;
84 case TEXTURE_1D_ARRAY_INDEX
: return TGSI_TEXTURE_1D_ARRAY
;
85 case TEXTURE_2D_ARRAY_INDEX
: return TGSI_TEXTURE_2D_ARRAY
;
86 case TEXTURE_EXTERNAL_INDEX
: return TGSI_TEXTURE_2D
;
89 return TGSI_TEXTURE_1D
;
95 * Update fragment program state/atom. This involves translating the
96 * Mesa fragment program into a gallium fragment program and binding it.
99 st_update_fp( struct st_context
*st
)
101 struct st_program
*stfp
;
103 assert(st
->ctx
->FragmentProgram
._Current
);
104 stfp
= st_program(st
->ctx
->FragmentProgram
._Current
);
105 assert(stfp
->Base
.Target
== GL_FRAGMENT_PROGRAM_ARB
);
109 if (st
->shader_has_one_variant
[MESA_SHADER_FRAGMENT
] &&
110 !stfp
->ati_fs
&& /* ATI_fragment_shader always has multiple variants */
111 !stfp
->Base
.ExternalSamplersUsed
&& /* external samplers need variants */
113 !st_fp_variant(stfp
->variants
)->key
.drawpixels
&&
114 !st_fp_variant(stfp
->variants
)->key
.bitmap
) {
115 shader
= stfp
->variants
->driver_shader
;
117 struct st_fp_variant_key key
;
119 /* use memset, not an initializer to be sure all memory is zeroed */
120 memset(&key
, 0, sizeof(key
));
122 key
.st
= st
->has_shareable_shaders
? NULL
: st
;
124 key
.lower_flatshade
= st
->lower_flatshade
&&
125 st
->ctx
->Light
.ShadeModel
== GL_FLAT
;
128 key
.lower_alpha_func
= COMPARE_FUNC_NEVER
;
129 if (st
->lower_alpha_test
&& _mesa_is_alpha_test_enabled(st
->ctx
))
130 key
.lower_alpha_func
= st
->ctx
->Color
.AlphaFunc
;
132 /* _NEW_LIGHT | _NEW_PROGRAM */
133 key
.lower_two_sided_color
= st
->lower_two_sided_color
&&
134 _mesa_vertex_program_two_side_enabled(st
->ctx
);
136 /* _NEW_FRAG_CLAMP */
137 key
.clamp_color
= st
->clamp_frag_color_in_shader
&&
138 st
->ctx
->Color
._ClampFragmentColor
;
140 /* _NEW_MULTISAMPLE | _NEW_BUFFERS */
141 key
.persample_shading
=
142 st
->force_persample_in_shader
&&
143 _mesa_is_multisample_enabled(st
->ctx
) &&
144 st
->ctx
->Multisample
.SampleShading
&&
145 st
->ctx
->Multisample
.MinSampleShadingValue
*
146 _mesa_geometric_samples(st
->ctx
->DrawBuffer
) > 1;
148 key
.lower_depth_clamp
=
149 st
->clamp_frag_depth_in_shader
&&
150 (st
->ctx
->Transform
.DepthClampNear
||
151 st
->ctx
->Transform
.DepthClampFar
);
154 key
.fog
= st
->ctx
->Fog
._PackedEnabledMode
;
156 for (unsigned u
= 0; u
< MAX_NUM_FRAGMENT_REGISTERS_ATI
; u
++) {
157 key
.texture_targets
[u
] = get_texture_target(st
->ctx
, u
);
161 key
.external
= st_get_external_sampler_key(st
, &stfp
->Base
);
163 shader
= st_get_fp_variant(st
, stfp
, &key
)->base
.driver_shader
;
166 st_reference_prog(st
, &st
->fp
, stfp
);
168 cso_set_fragment_shader_handle(st
->cso_context
, shader
);
173 * Update vertex program state/atom. This involves translating the
174 * Mesa vertex program into a gallium fragment program and binding it.
177 st_update_vp( struct st_context
*st
)
179 struct st_program
*stvp
;
181 /* find active shader and params -- Should be covered by
182 * ST_NEW_VERTEX_PROGRAM
184 assert(st
->ctx
->VertexProgram
._Current
);
185 stvp
= st_program(st
->ctx
->VertexProgram
._Current
);
186 assert(stvp
->Base
.Target
== GL_VERTEX_PROGRAM_ARB
);
188 if (st
->shader_has_one_variant
[MESA_SHADER_VERTEX
] &&
190 st_common_variant(stvp
->variants
)->key
.passthrough_edgeflags
== st
->vertdata_edgeflags
&&
191 !st_common_variant(stvp
->variants
)->key
.is_draw_shader
) {
192 st
->vp_variant
= st_common_variant(stvp
->variants
);
194 struct st_common_variant_key key
;
196 memset(&key
, 0, sizeof(key
));
198 key
.st
= st
->has_shareable_shaders
? NULL
: st
;
200 /* When this is true, we will add an extra input to the vertex
201 * shader translation (for edgeflags), an extra output with
202 * edgeflag semantics, and extend the vertex shader to pass through
203 * the input to the output. We'll need to use similar logic to set
204 * up the extra vertex_element input for edgeflags.
206 key
.passthrough_edgeflags
= st
->vertdata_edgeflags
;
208 key
.clamp_color
= st
->clamp_vert_color_in_shader
&&
209 st
->ctx
->Light
._ClampVertexColor
&&
210 (stvp
->Base
.info
.outputs_written
&
216 key
.lower_depth_clamp
=
217 !st
->gp
&& !st
->tep
&&
218 st
->clamp_frag_depth_in_shader
&&
219 (st
->ctx
->Transform
.DepthClampNear
||
220 st
->ctx
->Transform
.DepthClampFar
);
222 if (key
.lower_depth_clamp
)
223 key
.clip_negative_one_to_one
=
224 st
->ctx
->Transform
.ClipDepthMode
== GL_NEGATIVE_ONE_TO_ONE
;
227 key
.lower_point_size
= st
->lower_point_size
&&
228 !st_point_size_per_vertex(st
->ctx
);
231 if (st
->lower_ucp
&& st_user_clip_planes_enabled(st
->ctx
))
232 key
.lower_ucp
= st
->ctx
->Transform
.ClipPlanesEnabled
;
234 st
->vp_variant
= st_get_vp_variant(st
, stvp
, &key
);
237 st_reference_prog(st
, &st
->vp
, stvp
);
239 cso_set_vertex_shader_handle(st
->cso_context
,
240 st
->vp_variant
->base
.driver_shader
);
245 st_update_common_program(struct st_context
*st
, struct gl_program
*prog
,
246 unsigned pipe_shader
, struct st_program
**dst
)
248 struct st_program
*stp
;
251 st_reference_prog(st
, dst
, NULL
);
255 stp
= st_program(prog
);
256 st_reference_prog(st
, dst
, stp
);
258 if (st
->shader_has_one_variant
[prog
->info
.stage
] && stp
->variants
)
259 return stp
->variants
->driver_shader
;
261 struct st_common_variant_key key
;
263 /* use memset, not an initializer to be sure all memory is zeroed */
264 memset(&key
, 0, sizeof(key
));
266 key
.st
= st
->has_shareable_shaders
? NULL
: st
;
268 if (pipe_shader
== PIPE_SHADER_GEOMETRY
||
269 pipe_shader
== PIPE_SHADER_TESS_EVAL
) {
270 key
.clamp_color
= st
->clamp_vert_color_in_shader
&&
271 st
->ctx
->Light
._ClampVertexColor
&&
272 (stp
->Base
.info
.outputs_written
&
278 key
.lower_depth_clamp
=
279 (pipe_shader
== PIPE_SHADER_GEOMETRY
|| !st
->gp
) &&
280 st
->clamp_frag_depth_in_shader
&&
281 (st
->ctx
->Transform
.DepthClampNear
||
282 st
->ctx
->Transform
.DepthClampFar
);
284 if (key
.lower_depth_clamp
)
285 key
.clip_negative_one_to_one
=
286 st
->ctx
->Transform
.ClipDepthMode
== GL_NEGATIVE_ONE_TO_ONE
;
290 return st_get_common_variant(st
, stp
, &key
)->driver_shader
;
295 st_update_gp(struct st_context
*st
)
297 void *shader
= st_update_common_program(st
,
298 st
->ctx
->GeometryProgram
._Current
,
299 PIPE_SHADER_GEOMETRY
, &st
->gp
);
300 cso_set_geometry_shader_handle(st
->cso_context
, shader
);
305 st_update_tcp(struct st_context
*st
)
307 void *shader
= st_update_common_program(st
,
308 st
->ctx
->TessCtrlProgram
._Current
,
309 PIPE_SHADER_TESS_CTRL
, &st
->tcp
);
310 cso_set_tessctrl_shader_handle(st
->cso_context
, shader
);
315 st_update_tep(struct st_context
*st
)
317 void *shader
= st_update_common_program(st
,
318 st
->ctx
->TessEvalProgram
._Current
,
319 PIPE_SHADER_TESS_EVAL
, &st
->tep
);
320 cso_set_tesseval_shader_handle(st
->cso_context
, shader
);
325 st_update_cp(struct st_context
*st
)
327 void *shader
= st_update_common_program(st
,
328 st
->ctx
->ComputeProgram
._Current
,
329 PIPE_SHADER_COMPUTE
, &st
->cp
);
330 cso_set_compute_shader_handle(st
->cso_context
, shader
);