/**************************************************************************
- *
+ *
* Copyright 2007 VMware, Inc.
* All Rights Reserved.
- *
+ *
* Permission is hereby granted, free of charge, to any person obtaining a
* copy of this software and associated documentation files (the
* "Software"), to deal in the Software without restriction, including
* distribute, sub license, and/or sell copies of the Software, and to
* permit persons to whom the Software is furnished to do so, subject to
* the following conditions:
- *
+ *
* The above copyright notice and this permission notice (including the
* next paragraph) shall be included in all copies or substantial portions
* of the Software.
- *
+ *
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT.
* ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
- *
+ *
**************************************************************************/
/*
* Authors:
#include "main/errors.h"
-#include "util/imports.h"
+
#include "main/hash.h"
#include "main/mtypes.h"
#include "program/prog_parameter.h"
#include "tgsi/tgsi_parse.h"
#include "tgsi/tgsi_ureg.h"
+#include "util/u_memory.h"
+
#include "st_debug.h"
#include "st_cb_bitmap.h"
#include "st_cb_drawpixels.h"
#include "cso_cache/cso_context.h"
+static void
+destroy_program_variants(struct st_context *st, struct gl_program *target);
static void
set_affected_state_flags(uint64_t *states,
*/
}
+/**
+ * Free all basic program variants and unref program.
+ */
+void
+st_release_program(struct st_context *st, struct st_program **p)
+{
+ if (!*p)
+ return;
+
+ destroy_program_variants(st, &((*p)->Base));
+ st_reference_prog(st, p, NULL);
+}
+
void
st_finalize_nir_before_variants(struct nir_shader *nir)
{
if (stp->Base.arb.IsPositionInvariant)
_mesa_insert_mvp_code(st->ctx, &stp->Base);
- st_prepare_vertex_program(stp);
-
/* ARB_vp: */
if (!stp->glsl_to_tgsi) {
_mesa_remove_output_reads(&stp->Base, PROGRAM_OUTPUT);
stp->state.type = PIPE_SHADER_IR_NIR;
stp->Base.nir = st_translate_prog_to_nir(st, &stp->Base,
MESA_SHADER_VERTEX);
+
+ /* We must update stp->Base.info after translation and before
+ * st_prepare_vertex_program is called, because inputs_read
+ * may become outdated after NIR optimization passes.
+ *
+ * For ffvp/ARB_vp inputs_read is populated based
+ * on declared attributes without taking their usage into
+ * consideration. When creating shader variants we expect
+ * that their inputs_read would match the base ones for
+ * input mapping to work properly.
+ */
+ nir_shader_gather_info(stp->Base.nir,
+ nir_shader_get_entrypoint(stp->Base.nir));
+ st_nir_assign_vs_in_locations(stp->Base.nir);
+ stp->Base.info = stp->Base.nir->info;
+
/* For st_draw_feedback, we need to generate TGSI too if draw doesn't
* use LLVM.
*/
- if (draw_has_llvm())
+ if (draw_has_llvm()) {
+ st_prepare_vertex_program(stp);
return true;
+ }
}
}
+ st_prepare_vertex_program(stp);
+
/* Get semantic names and indices. */
for (attr = 0; attr < VARYING_SLOT_MAX; attr++) {
if (stp->Base.info.outputs_written & BITFIELD64_BIT(attr)) {
return nir_deserialize(NULL, options, &blob_reader);
}
+static void
+lower_ucp(struct st_context *st,
+ struct nir_shader *nir,
+ unsigned ucp_enables,
+ struct gl_program_parameter_list *params)
+{
+ if (nir->info.outputs_written & VARYING_BIT_CLIP_DIST0)
+ NIR_PASS_V(nir, nir_lower_clip_disable, ucp_enables);
+ else {
+ struct pipe_screen *screen = st->pipe->screen;
+ bool can_compact = screen->get_param(screen,
+ PIPE_CAP_NIR_COMPACT_ARRAYS);
+ bool use_eye = st->ctx->_Shader->CurrentProgram[MESA_SHADER_VERTEX] != NULL;
+
+ gl_state_index16 clipplane_state[MAX_CLIP_PLANES][STATE_LENGTH];
+ for (int i = 0; i < MAX_CLIP_PLANES; ++i) {
+ if (use_eye) {
+ clipplane_state[i][0] = STATE_CLIPPLANE;
+ clipplane_state[i][1] = i;
+ } else {
+ clipplane_state[i][0] = STATE_INTERNAL;
+ clipplane_state[i][1] = STATE_CLIP_INTERNAL;
+ clipplane_state[i][2] = i;
+ }
+ _mesa_add_state_reference(params, clipplane_state[i]);
+ }
+
+ NIR_PASS_V(nir, nir_lower_clip_vs, ucp_enables,
+ true, can_compact, clipplane_state);
+ NIR_PASS_V(nir, nir_lower_io_to_temporaries,
+ nir_shader_get_entrypoint(nir), true, false);
+ NIR_PASS_V(nir, nir_lower_global_vars_to_local);
+ }
+}
+
static const gl_state_index16 depth_range_state[STATE_LENGTH] =
{ STATE_DEPTH_RANGE };
{
struct st_common_variant *vpv = CALLOC_STRUCT(st_common_variant);
struct pipe_context *pipe = st->pipe;
- struct pipe_screen *screen = pipe->screen;
struct pipe_shader_state state = {0};
static const gl_state_index16 point_size_state[STATE_LENGTH] =
}
if (key->lower_ucp) {
- bool can_compact = screen->get_param(screen,
- PIPE_CAP_NIR_COMPACT_ARRAYS);
-
- bool use_eye = st->ctx->_Shader->CurrentProgram[MESA_SHADER_VERTEX] != NULL;
- gl_state_index16 clipplane_state[MAX_CLIP_PLANES][STATE_LENGTH];
- for (int i = 0; i < MAX_CLIP_PLANES; ++i) {
- if (use_eye) {
- clipplane_state[i][0] = STATE_CLIPPLANE;
- clipplane_state[i][1] = i;
- } else {
- clipplane_state[i][0] = STATE_INTERNAL;
- clipplane_state[i][1] = STATE_CLIP_INTERNAL;
- clipplane_state[i][2] = i;
- }
- _mesa_add_state_reference(params, clipplane_state[i]);
- }
-
- NIR_PASS_V(state.ir.nir, nir_lower_clip_vs, key->lower_ucp,
- true, can_compact, clipplane_state);
- NIR_PASS_V(state.ir.nir, nir_lower_io_to_temporaries,
- nir_shader_get_entrypoint(state.ir.nir), true, false);
- NIR_PASS_V(state.ir.nir, nir_lower_global_vars_to_local);
+ lower_ucp(st, state.ir.nir, key->lower_ucp, params);
finalize = true;
}
}
if (key->lower_two_sided_color) {
- NIR_PASS_V(state.ir.nir, nir_lower_two_sided_color);
+ bool face_sysval = st->ctx->Const.GLSLFrontFacingIsSysVal;
+ NIR_PASS_V(state.ir.nir, nir_lower_two_sided_color, face_sysval);
finalize = true;
}
if (key->persample_shading) {
nir_shader *shader = state.ir.nir;
- nir_foreach_variable(var, &shader->inputs)
+ nir_foreach_shader_in_variable(var, shader)
var->data.sample = true;
finalize = true;
}