blob: 7e23c0875f6eb218d381c4fbf3a920e942eb66ea [file] [log] [blame]
/**************************************************************************
*
* Copyright 2003 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
* 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 VMWARE 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 <keithw@vmware.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_debug.h"
#include "st_program.h"
#include "st_mesa_to_tgsi.h"
#include "st_cb_program.h"
#include "st_glsl_to_ir.h"
#include "st_atifs_to_tgsi.h"
#include "st_util.h"
/**
* 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,
bool is_arb_asm)
{
switch (target) {
case GL_VERTEX_PROGRAM_ARB: {
struct st_vertex_program *prog = rzalloc(NULL,
struct st_vertex_program);
return _mesa_init_gl_program(&prog->Base, target, id, is_arb_asm);
}
case GL_FRAGMENT_PROGRAM_ARB: {
struct st_fragment_program *prog = rzalloc(NULL,
struct st_fragment_program);
return _mesa_init_gl_program(&prog->Base, target, id, is_arb_asm);
}
case GL_TESS_CONTROL_PROGRAM_NV:
case GL_TESS_EVALUATION_PROGRAM_NV:
case GL_GEOMETRY_PROGRAM_NV:
case GL_COMPUTE_PROGRAM_NV: {
struct st_common_program *prog = rzalloc(NULL,
struct st_common_program);
return _mesa_init_gl_program(&prog->Base, target, id, is_arb_asm);
}
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 GL_TESS_CONTROL_PROGRAM_NV:
case GL_TESS_EVALUATION_PROGRAM_NV:
case GL_GEOMETRY_PROGRAM_NV:
case GL_COMPUTE_PROGRAM_NV:
{
struct st_common_program *p = st_common_program(prog);
st_release_basic_variants(st, p);
if (p->glsl_to_tgsi)
free_glsl_to_tgsi_visitor(p->glsl_to_tgsi);
}
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.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);
gl_shader_stage stage = _mesa_program_enum_to_shader_stage(target);
if (target == GL_FRAGMENT_PROGRAM_ARB ||
target == GL_FRAGMENT_SHADER_ATI) {
struct st_fragment_program *stfp = (struct st_fragment_program *) prog;
if (target == GL_FRAGMENT_SHADER_ATI) {
assert(stfp->ati_fs);
assert(stfp->ati_fs->Program == prog);
st_init_atifs_prog(ctx, prog);
}
st_release_fp_variants(st, stfp);
if (!st_translate_fragment_program(st, stfp))
return false;
if (st->fp == stfp)
st->dirty |= stfp->affected_states;
} 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_translate_vertex_program(st, stvp))
return false;
if (st->vp == stvp)
st->dirty |= ST_NEW_VERTEX_PROGRAM(st, stvp);
} else {
struct st_common_program *stcp = st_common_program(prog);
st_release_basic_variants(st, stcp);
if (!st_translate_common_program(st, stcp))
return false;
if ((prog->info.stage == MESA_SHADER_TESS_CTRL && st->tcp == stcp) ||
(prog->info.stage == MESA_SHADER_TESS_EVAL && st->tep == stcp) ||
(prog->info.stage == MESA_SHADER_GEOMETRY && st->gp == stcp) ||
(prog->info.stage == MESA_SHADER_COMPUTE && st->cp == stcp))
st->dirty |= stcp->affected_states;
}
if (ST_DEBUG & DEBUG_PRECOMPILE ||
st->shader_has_one_variant[stage])
st_precompile_shader_variant(st, prog);
return GL_TRUE;
}
/**
* Called via ctx->Driver.NewATIfs()
* Called in glEndFragmentShaderATI()
*/
static struct gl_program *
st_new_ati_fs(struct gl_context *ctx, struct ati_fragment_shader *curProg)
{
struct gl_program *prog = ctx->Driver.NewProgram(ctx, GL_FRAGMENT_PROGRAM_ARB,
curProg->Id, true);
struct st_fragment_program *stfp = (struct st_fragment_program *)prog;
stfp->ati_fs = curProg;
return prog;
}
static void
st_max_shader_compiler_threads(struct gl_context *ctx, unsigned count)
{
struct pipe_screen *screen = st_context(ctx)->pipe->screen;
if (screen->set_max_shader_compiler_threads)
screen->set_max_shader_compiler_threads(screen, count);
}
static bool
st_get_shader_program_completion_status(struct gl_context *ctx,
struct gl_shader_program *shprog)
{
struct pipe_screen *screen = st_context(ctx)->pipe->screen;
if (!screen->is_parallel_shader_compilation_finished)
return true;
for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
struct gl_linked_shader *linked = shprog->_LinkedShaders[i];
void *sh = NULL;
if (!linked || !linked->Program)
continue;
switch (i) {
case MESA_SHADER_VERTEX:
if (st_vertex_program(linked->Program)->variants)
sh = st_vertex_program(linked->Program)->variants->driver_shader;
break;
case MESA_SHADER_FRAGMENT:
if (st_fragment_program(linked->Program)->variants)
sh = st_fragment_program(linked->Program)->variants->driver_shader;
break;
case MESA_SHADER_TESS_CTRL:
case MESA_SHADER_TESS_EVAL:
case MESA_SHADER_GEOMETRY:
case MESA_SHADER_COMPUTE:
if (st_common_program(linked->Program)->variants)
sh = st_common_program(linked->Program)->variants->driver_shader;
break;
}
unsigned type = pipe_shader_type_from_mesa(i);
if (sh &&
!screen->is_parallel_shader_compilation_finished(screen, sh, type))
return false;
}
return true;
}
/**
* Plug in the program and shader-related device driver functions.
*/
void
st_init_program_functions(struct dd_function_table *functions)
{
functions->NewProgram = st_new_program;
functions->DeleteProgram = st_delete_program;
functions->ProgramStringNotify = st_program_string_notify;
functions->NewATIfs = st_new_ati_fs;
functions->LinkShader = st_link_shader;
functions->SetMaxShaderCompilerThreads = st_max_shader_compiler_threads;
functions->GetShaderProgramCompletionStatus =
st_get_shader_program_completion_status;
}