mesa/st: Tie depth_clamp lowering into the FS
[mesa.git] / src / mesa / state_tracker / st_atom_shader.c
1 /**************************************************************************
2 *
3 * Copyright 2003 VMware, Inc.
4 * All Rights Reserved.
5 *
6 * Permission is hereby granted, free of charge, to any person obtaining a
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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 VMWARE AND/OR ITS SUPPLIERS BE LIABLE FOR
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23 * TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
24 * SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
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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/framebuffer.h"
41 #include "main/texobj.h"
42 #include "main/texstate.h"
43 #include "program/program.h"
44
45 #include "pipe/p_context.h"
46 #include "pipe/p_shader_tokens.h"
47 #include "util/u_simple_shaders.h"
48 #include "cso_cache/cso_context.h"
49 #include "util/u_debug.h"
50
51 #include "st_context.h"
52 #include "st_atom.h"
53 #include "st_program.h"
54 #include "st_texture.h"
55
56
57 static unsigned
58 get_texture_target(struct gl_context *ctx, const unsigned unit)
59 {
60 struct gl_texture_object *texObj = _mesa_get_tex_unit(ctx, unit)->_Current;
61 gl_texture_index index;
62
63 if (texObj) {
64 index = _mesa_tex_target_to_index(ctx, texObj->Target);
65 } else {
66 /* fallback for missing texture */
67 index = TEXTURE_2D_INDEX;
68 }
69
70 /* Map mesa texture target to TGSI texture target.
71 * Copied from st_mesa_to_tgsi.c, the shadow part is omitted */
72 switch(index) {
73 case TEXTURE_2D_MULTISAMPLE_INDEX: return TGSI_TEXTURE_2D_MSAA;
74 case TEXTURE_2D_MULTISAMPLE_ARRAY_INDEX: return TGSI_TEXTURE_2D_ARRAY_MSAA;
75 case TEXTURE_BUFFER_INDEX: return TGSI_TEXTURE_BUFFER;
76 case TEXTURE_1D_INDEX: return TGSI_TEXTURE_1D;
77 case TEXTURE_2D_INDEX: return TGSI_TEXTURE_2D;
78 case TEXTURE_3D_INDEX: return TGSI_TEXTURE_3D;
79 case TEXTURE_CUBE_INDEX: return TGSI_TEXTURE_CUBE;
80 case TEXTURE_CUBE_ARRAY_INDEX: return TGSI_TEXTURE_CUBE_ARRAY;
81 case TEXTURE_RECT_INDEX: return TGSI_TEXTURE_RECT;
82 case TEXTURE_1D_ARRAY_INDEX: return TGSI_TEXTURE_1D_ARRAY;
83 case TEXTURE_2D_ARRAY_INDEX: return TGSI_TEXTURE_2D_ARRAY;
84 case TEXTURE_EXTERNAL_INDEX: return TGSI_TEXTURE_2D;
85 default:
86 debug_assert(0);
87 return TGSI_TEXTURE_1D;
88 }
89 }
90
91
92 /**
93 * Update fragment program state/atom. This involves translating the
94 * Mesa fragment program into a gallium fragment program and binding it.
95 */
96 void
97 st_update_fp( struct st_context *st )
98 {
99 struct st_fragment_program *stfp;
100
101 assert(st->ctx->FragmentProgram._Current);
102 stfp = st_fragment_program(st->ctx->FragmentProgram._Current);
103 assert(stfp->Base.Target == GL_FRAGMENT_PROGRAM_ARB);
104
105 void *shader;
106
107 if (st->shader_has_one_variant[MESA_SHADER_FRAGMENT] &&
108 !stfp->ati_fs && /* ATI_fragment_shader always has multiple variants */
109 !stfp->Base.ExternalSamplersUsed && /* external samplers need variants */
110 stfp->variants &&
111 !stfp->variants->key.drawpixels &&
112 !stfp->variants->key.bitmap) {
113 shader = stfp->variants->driver_shader;
114 } else {
115 struct st_fp_variant_key key;
116
117 /* use memset, not an initializer to be sure all memory is zeroed */
118 memset(&key, 0, sizeof(key));
119
120 key.st = st->has_shareable_shaders ? NULL : st;
121
122 /* _NEW_FRAG_CLAMP */
123 key.clamp_color = st->clamp_frag_color_in_shader &&
124 st->ctx->Color._ClampFragmentColor;
125
126 /* _NEW_MULTISAMPLE | _NEW_BUFFERS */
127 key.persample_shading =
128 st->force_persample_in_shader &&
129 _mesa_is_multisample_enabled(st->ctx) &&
130 st->ctx->Multisample.SampleShading &&
131 st->ctx->Multisample.MinSampleShadingValue *
132 _mesa_geometric_samples(st->ctx->DrawBuffer) > 1;
133
134 key.lower_depth_clamp =
135 st->clamp_frag_depth_in_shader &&
136 (st->ctx->Transform.DepthClampNear ||
137 st->ctx->Transform.DepthClampFar);
138
139 if (stfp->ati_fs) {
140 key.fog = st->ctx->Fog._PackedEnabledMode;
141
142 for (unsigned u = 0; u < MAX_NUM_FRAGMENT_REGISTERS_ATI; u++) {
143 key.texture_targets[u] = get_texture_target(st->ctx, u);
144 }
145 }
146
147 key.external = st_get_external_sampler_key(st, &stfp->Base);
148
149 shader = st_get_fp_variant(st, stfp, &key)->driver_shader;
150 }
151
152 st_reference_fragprog(st, &st->fp, stfp);
153
154 cso_set_fragment_shader_handle(st->cso_context, shader);
155 }
156
157
158 /**
159 * Update vertex program state/atom. This involves translating the
160 * Mesa vertex program into a gallium fragment program and binding it.
161 */
162 void
163 st_update_vp( struct st_context *st )
164 {
165 struct st_vertex_program *stvp;
166
167 /* find active shader and params -- Should be covered by
168 * ST_NEW_VERTEX_PROGRAM
169 */
170 assert(st->ctx->VertexProgram._Current);
171 stvp = st_vertex_program(st->ctx->VertexProgram._Current);
172 assert(stvp->Base.Target == GL_VERTEX_PROGRAM_ARB);
173
174 if (st->shader_has_one_variant[MESA_SHADER_VERTEX] &&
175 stvp->variants &&
176 stvp->variants->key.passthrough_edgeflags == st->vertdata_edgeflags) {
177 st->vp_variant = stvp->variants;
178 } else {
179 struct st_vp_variant_key key;
180
181 memset(&key, 0, sizeof(key));
182
183 key.st = st->has_shareable_shaders ? NULL : st;
184
185 /* When this is true, we will add an extra input to the vertex
186 * shader translation (for edgeflags), an extra output with
187 * edgeflag semantics, and extend the vertex shader to pass through
188 * the input to the output. We'll need to use similar logic to set
189 * up the extra vertex_element input for edgeflags.
190 */
191 key.passthrough_edgeflags = st->vertdata_edgeflags;
192
193 key.clamp_color = st->clamp_vert_color_in_shader &&
194 st->ctx->Light._ClampVertexColor &&
195 (stvp->Base.info.outputs_written &
196 (VARYING_SLOT_COL0 |
197 VARYING_SLOT_COL1 |
198 VARYING_SLOT_BFC0 |
199 VARYING_SLOT_BFC1));
200
201 key.lower_depth_clamp =
202 !st->gp && !st->tep &&
203 st->clamp_frag_depth_in_shader &&
204 (st->ctx->Transform.DepthClampNear ||
205 st->ctx->Transform.DepthClampFar);
206
207 if (key.lower_depth_clamp)
208 key.clip_negative_one_to_one =
209 st->ctx->Transform.ClipDepthMode == GL_NEGATIVE_ONE_TO_ONE;
210
211 st->vp_variant = st_get_vp_variant(st, stvp, &key);
212 }
213
214 st_reference_vertprog(st, &st->vp, stvp);
215
216 cso_set_vertex_shader_handle(st->cso_context,
217 st->vp_variant->driver_shader);
218 }
219
220
221 static void *
222 st_update_common_program(struct st_context *st, struct gl_program *prog,
223 unsigned pipe_shader, struct st_common_program **dst)
224 {
225 struct st_common_program *stp;
226
227 if (!prog) {
228 st_reference_prog(st, dst, NULL);
229 return NULL;
230 }
231
232 stp = st_common_program(prog);
233 st_reference_prog(st, dst, stp);
234
235 if (st->shader_has_one_variant[prog->info.stage] && stp->variants)
236 return stp->variants->driver_shader;
237
238 struct st_basic_variant_key key;
239
240 /* use memset, not an initializer to be sure all memory is zeroed */
241 memset(&key, 0, sizeof(key));
242
243 key.st = st->has_shareable_shaders ? NULL : st;
244
245 if (pipe_shader == PIPE_SHADER_GEOMETRY ||
246 pipe_shader == PIPE_SHADER_TESS_EVAL) {
247 key.clamp_color = st->clamp_vert_color_in_shader &&
248 st->ctx->Light._ClampVertexColor &&
249 (stp->Base.info.outputs_written &
250 (VARYING_SLOT_COL0 |
251 VARYING_SLOT_COL1 |
252 VARYING_SLOT_BFC0 |
253 VARYING_SLOT_BFC1));
254 }
255
256 return st_get_basic_variant(st, pipe_shader, stp, &key)->driver_shader;
257 }
258
259
260 void
261 st_update_gp(struct st_context *st)
262 {
263 void *shader = st_update_common_program(st,
264 st->ctx->GeometryProgram._Current,
265 PIPE_SHADER_GEOMETRY, &st->gp);
266 cso_set_geometry_shader_handle(st->cso_context, shader);
267 }
268
269
270 void
271 st_update_tcp(struct st_context *st)
272 {
273 void *shader = st_update_common_program(st,
274 st->ctx->TessCtrlProgram._Current,
275 PIPE_SHADER_TESS_CTRL, &st->tcp);
276 cso_set_tessctrl_shader_handle(st->cso_context, shader);
277 }
278
279
280 void
281 st_update_tep(struct st_context *st)
282 {
283 void *shader = st_update_common_program(st,
284 st->ctx->TessEvalProgram._Current,
285 PIPE_SHADER_TESS_EVAL, &st->tep);
286 cso_set_tesseval_shader_handle(st->cso_context, shader);
287 }
288
289
290 void
291 st_update_cp( struct st_context *st )
292 {
293 struct st_compute_program *stcp;
294
295 if (!st->ctx->ComputeProgram._Current) {
296 cso_set_compute_shader_handle(st->cso_context, NULL);
297 st_reference_compprog(st, &st->cp, NULL);
298 return;
299 }
300
301 stcp = st_compute_program(st->ctx->ComputeProgram._Current);
302 assert(stcp->Base.Target == GL_COMPUTE_PROGRAM_NV);
303
304 void *shader;
305
306 if (st->shader_has_one_variant[MESA_SHADER_COMPUTE] && stcp->variants) {
307 shader = stcp->variants->driver_shader;
308 } else {
309 shader = st_get_cp_variant(st, &stcp->tgsi,
310 &stcp->variants)->driver_shader;
311 }
312
313 st_reference_compprog(st, &st->cp, stcp);
314
315 cso_set_compute_shader_handle(st->cso_context, shader);
316 }