blob: 617e7ce6429dae44df40df74f6402383868f2d69 [file] [log] [blame]
/**************************************************************************
*
* Copyright 2003 Tungsten Graphics, Inc., Cedar Park, Texas.
* 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
* without limitation the rights to use, copy, modify, merge, publish,
* 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.
* IN NO EVENT SHALL TUNGSTEN GRAPHICS AND/OR ITS SUPPLIERS BE LIABLE FOR
* 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:
* Keith Whitwell <keith@tungstengraphics.com>
*/
#include "main/glheader.h"
#include "main/macros.h"
#include "main/enums.h"
#include "main/shaderapi.h"
#include "program/prog_instruction.h"
#include "program/program.h"
#include "cso_cache/cso_context.h"
#include "draw/draw_context.h"
#include "st_context.h"
#include "st_program.h"
#include "st_mesa_to_tgsi.h"
#include "st_cb_program.h"
#include "st_glsl_to_tgsi.h"
/**
* Called via ctx->Driver.BindProgram() to bind an ARB vertex or
* fragment program.
*/
static void
st_bind_program(struct gl_context *ctx, GLenum target, struct gl_program *prog)
{
struct st_context *st = st_context(ctx);
switch (target) {
case GL_VERTEX_PROGRAM_ARB:
st->dirty.st |= ST_NEW_VERTEX_PROGRAM;
break;
case GL_FRAGMENT_PROGRAM_ARB:
st->dirty.st |= ST_NEW_FRAGMENT_PROGRAM;
break;
case MESA_GEOMETRY_PROGRAM:
st->dirty.st |= ST_NEW_GEOMETRY_PROGRAM;
break;
}
}
/**
* Called via ctx->Driver.UseProgram() to bind a linked GLSL program
* (vertex shader + fragment shader).
*/
static void
st_use_program(struct gl_context *ctx, struct gl_shader_program *shProg)
{
struct st_context *st = st_context(ctx);
st->dirty.st |= ST_NEW_FRAGMENT_PROGRAM;
st->dirty.st |= ST_NEW_VERTEX_PROGRAM;
st->dirty.st |= ST_NEW_GEOMETRY_PROGRAM;
}
/**
* Called via ctx->Driver.NewProgram() to allocate a new vertex or
* fragment program.
*/
static struct gl_program *
st_new_program(struct gl_context *ctx, GLenum target, GLuint id)
{
switch (target) {
case GL_VERTEX_PROGRAM_ARB: {
struct st_vertex_program *prog = ST_CALLOC_STRUCT(st_vertex_program);
return _mesa_init_vertex_program(ctx, &prog->Base, target, id);
}
case GL_FRAGMENT_PROGRAM_ARB:
case GL_FRAGMENT_PROGRAM_NV: {
struct st_fragment_program *prog = ST_CALLOC_STRUCT(st_fragment_program);
return _mesa_init_fragment_program(ctx, &prog->Base, target, id);
}
case MESA_GEOMETRY_PROGRAM: {
struct st_geometry_program *prog = ST_CALLOC_STRUCT(st_geometry_program);
return _mesa_init_geometry_program(ctx, &prog->Base, target, id);
}
default:
assert(0);
return NULL;
}
}
/**
* Called via ctx->Driver.DeleteProgram()
*/
static void
st_delete_program(struct gl_context *ctx, struct gl_program *prog)
{
struct st_context *st = st_context(ctx);
switch( prog->Target ) {
case GL_VERTEX_PROGRAM_ARB:
{
struct st_vertex_program *stvp = (struct st_vertex_program *) prog;
st_release_vp_variants( st, stvp );
if (stvp->glsl_to_tgsi)
free_glsl_to_tgsi_visitor(stvp->glsl_to_tgsi);
}
break;
case MESA_GEOMETRY_PROGRAM:
{
struct st_geometry_program *stgp =
(struct st_geometry_program *) prog;
st_release_gp_variants(st, stgp);
if (stgp->glsl_to_tgsi)
free_glsl_to_tgsi_visitor(stgp->glsl_to_tgsi);
if (stgp->tgsi.tokens) {
st_free_tokens((void *) stgp->tgsi.tokens);
stgp->tgsi.tokens = NULL;
}
}
break;
case GL_FRAGMENT_PROGRAM_ARB:
{
struct st_fragment_program *stfp =
(struct st_fragment_program *) prog;
st_release_fp_variants(st, stfp);
if (stfp->glsl_to_tgsi)
free_glsl_to_tgsi_visitor(stfp->glsl_to_tgsi);
}
break;
default:
assert(0); /* problem */
}
/* delete base class */
_mesa_delete_program( ctx, prog );
}
/**
* Called via ctx->Driver.IsProgramNative()
*/
static GLboolean
st_is_program_native(struct gl_context *ctx,
GLenum target,
struct gl_program *prog)
{
return GL_TRUE;
}
/**
* Called via ctx->Driver.ProgramStringNotify()
* Called when the program's text/code is changed. We have to free
* all shader variants and corresponding gallium shaders when this happens.
*/
static GLboolean
st_program_string_notify( struct gl_context *ctx,
GLenum target,
struct gl_program *prog )
{
struct st_context *st = st_context(ctx);
if (target == GL_FRAGMENT_PROGRAM_ARB) {
struct st_fragment_program *stfp = (struct st_fragment_program *) prog;
st_release_fp_variants(st, stfp);
if (st->fp == stfp)
st->dirty.st |= ST_NEW_FRAGMENT_PROGRAM;
}
else if (target == MESA_GEOMETRY_PROGRAM) {
struct st_geometry_program *stgp = (struct st_geometry_program *) prog;
st_release_gp_variants(st, stgp);
if (stgp->tgsi.tokens) {
st_free_tokens((void *) stgp->tgsi.tokens);
stgp->tgsi.tokens = NULL;
}
if (st->gp == stgp)
st->dirty.st |= ST_NEW_GEOMETRY_PROGRAM;
}
else if (target == GL_VERTEX_PROGRAM_ARB) {
struct st_vertex_program *stvp = (struct st_vertex_program *) prog;
st_release_vp_variants( st, stvp );
if (st->vp == stvp)
st->dirty.st |= ST_NEW_VERTEX_PROGRAM;
}
/* XXX check if program is legal, within limits */
return GL_TRUE;
}
/**
* Plug in the program and shader-related device driver functions.
*/
void
st_init_program_functions(struct dd_function_table *functions)
{
functions->BindProgram = st_bind_program;
functions->UseProgram = st_use_program;
functions->NewProgram = st_new_program;
functions->DeleteProgram = st_delete_program;
functions->IsProgramNative = st_is_program_native;
functions->ProgramStringNotify = st_program_string_notify;
functions->NewShader = st_new_shader;
functions->NewShaderProgram = st_new_shader_program;
functions->LinkShader = st_link_shader;
}