| /************************************************************************** |
| * |
| * 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. |
| * |
| **************************************************************************/ |
| |
| /** |
| * State validation for vertex/fragment shaders. |
| * Note that we have to delay most vertex/fragment shader translation |
| * until rendering time since the linkage between the vertex outputs and |
| * fragment inputs can vary depending on the pairing of shaders. |
| * |
| * Authors: |
| * Brian Paul |
| */ |
| |
| |
| #include "main/mtypes.h" |
| #include "main/framebuffer.h" |
| #include "main/state.h" |
| #include "main/texobj.h" |
| #include "main/texstate.h" |
| #include "program/program.h" |
| |
| #include "pipe/p_context.h" |
| #include "pipe/p_shader_tokens.h" |
| #include "util/u_simple_shaders.h" |
| #include "cso_cache/cso_context.h" |
| #include "util/u_debug.h" |
| |
| #include "st_context.h" |
| #include "st_atom.h" |
| #include "st_program.h" |
| #include "st_texture.h" |
| #include "st_util.h" |
| |
| |
| static unsigned |
| get_texture_target(struct gl_context *ctx, const unsigned unit) |
| { |
| struct gl_texture_object *texObj = _mesa_get_tex_unit(ctx, unit)->_Current; |
| gl_texture_index index; |
| |
| if (texObj) { |
| index = _mesa_tex_target_to_index(ctx, texObj->Target); |
| } else { |
| /* fallback for missing texture */ |
| index = TEXTURE_2D_INDEX; |
| } |
| |
| /* Map mesa texture target to TGSI texture target. |
| * Copied from st_mesa_to_tgsi.c, the shadow part is omitted */ |
| switch(index) { |
| case TEXTURE_2D_MULTISAMPLE_INDEX: return TGSI_TEXTURE_2D_MSAA; |
| case TEXTURE_2D_MULTISAMPLE_ARRAY_INDEX: return TGSI_TEXTURE_2D_ARRAY_MSAA; |
| case TEXTURE_BUFFER_INDEX: return TGSI_TEXTURE_BUFFER; |
| case TEXTURE_1D_INDEX: return TGSI_TEXTURE_1D; |
| case TEXTURE_2D_INDEX: return TGSI_TEXTURE_2D; |
| case TEXTURE_3D_INDEX: return TGSI_TEXTURE_3D; |
| case TEXTURE_CUBE_INDEX: return TGSI_TEXTURE_CUBE; |
| case TEXTURE_CUBE_ARRAY_INDEX: return TGSI_TEXTURE_CUBE_ARRAY; |
| case TEXTURE_RECT_INDEX: return TGSI_TEXTURE_RECT; |
| case TEXTURE_1D_ARRAY_INDEX: return TGSI_TEXTURE_1D_ARRAY; |
| case TEXTURE_2D_ARRAY_INDEX: return TGSI_TEXTURE_2D_ARRAY; |
| case TEXTURE_EXTERNAL_INDEX: return TGSI_TEXTURE_2D; |
| default: |
| debug_assert(0); |
| return TGSI_TEXTURE_1D; |
| } |
| } |
| |
| |
| /** |
| * Update fragment program state/atom. This involves translating the |
| * Mesa fragment program into a gallium fragment program and binding it. |
| */ |
| void |
| st_update_fp( struct st_context *st ) |
| { |
| struct st_program *stfp; |
| |
| assert(st->ctx->FragmentProgram._Current); |
| stfp = st_program(st->ctx->FragmentProgram._Current); |
| assert(stfp->Base.Target == GL_FRAGMENT_PROGRAM_ARB); |
| |
| void *shader; |
| |
| if (st->shader_has_one_variant[MESA_SHADER_FRAGMENT] && |
| !stfp->ati_fs && /* ATI_fragment_shader always has multiple variants */ |
| !stfp->Base.ExternalSamplersUsed && /* external samplers need variants */ |
| stfp->variants && |
| !st_fp_variant(stfp->variants)->key.drawpixels && |
| !st_fp_variant(stfp->variants)->key.bitmap) { |
| shader = stfp->variants->driver_shader; |
| } else { |
| struct st_fp_variant_key key; |
| |
| /* use memset, not an initializer to be sure all memory is zeroed */ |
| memset(&key, 0, sizeof(key)); |
| |
| key.st = st->has_shareable_shaders ? NULL : st; |
| |
| key.lower_flatshade = st->lower_flatshade && |
| st->ctx->Light.ShadeModel == GL_FLAT; |
| |
| /* _NEW_COLOR */ |
| key.lower_alpha_func = COMPARE_FUNC_ALWAYS; |
| if (st->lower_alpha_test && _mesa_is_alpha_test_enabled(st->ctx)) |
| key.lower_alpha_func = st->ctx->Color.AlphaFunc; |
| |
| /* _NEW_LIGHT | _NEW_PROGRAM */ |
| key.lower_two_sided_color = st->lower_two_sided_color && |
| _mesa_vertex_program_two_side_enabled(st->ctx); |
| |
| /* gl_driver_flags::NewFragClamp */ |
| key.clamp_color = st->clamp_frag_color_in_shader && |
| st->ctx->Color._ClampFragmentColor; |
| |
| /* _NEW_MULTISAMPLE | _NEW_BUFFERS */ |
| key.persample_shading = |
| st->force_persample_in_shader && |
| _mesa_is_multisample_enabled(st->ctx) && |
| st->ctx->Multisample.SampleShading && |
| st->ctx->Multisample.MinSampleShadingValue * |
| _mesa_geometric_samples(st->ctx->DrawBuffer) > 1; |
| |
| key.lower_depth_clamp = |
| st->clamp_frag_depth_in_shader && |
| (st->ctx->Transform.DepthClampNear || |
| st->ctx->Transform.DepthClampFar); |
| |
| if (stfp->ati_fs) { |
| key.fog = st->ctx->Fog._PackedEnabledMode; |
| |
| for (unsigned u = 0; u < MAX_NUM_FRAGMENT_REGISTERS_ATI; u++) { |
| key.texture_targets[u] = get_texture_target(st->ctx, u); |
| } |
| } |
| |
| key.external = st_get_external_sampler_key(st, &stfp->Base); |
| |
| shader = st_get_fp_variant(st, stfp, &key)->base.driver_shader; |
| } |
| |
| st_reference_prog(st, &st->fp, stfp); |
| |
| cso_set_fragment_shader_handle(st->cso_context, shader); |
| } |
| |
| |
| /** |
| * Update vertex program state/atom. This involves translating the |
| * Mesa vertex program into a gallium fragment program and binding it. |
| */ |
| void |
| st_update_vp( struct st_context *st ) |
| { |
| struct st_program *stvp; |
| |
| /* find active shader and params -- Should be covered by |
| * ST_NEW_VERTEX_PROGRAM |
| */ |
| assert(st->ctx->VertexProgram._Current); |
| stvp = st_program(st->ctx->VertexProgram._Current); |
| assert(stvp->Base.Target == GL_VERTEX_PROGRAM_ARB); |
| |
| if (st->shader_has_one_variant[MESA_SHADER_VERTEX] && |
| stvp->variants && |
| st_common_variant(stvp->variants)->key.passthrough_edgeflags == st->vertdata_edgeflags && |
| !st_common_variant(stvp->variants)->key.is_draw_shader) { |
| st->vp_variant = st_common_variant(stvp->variants); |
| } else { |
| struct st_common_variant_key key; |
| |
| memset(&key, 0, sizeof(key)); |
| |
| key.st = st->has_shareable_shaders ? NULL : st; |
| |
| /* When this is true, we will add an extra input to the vertex |
| * shader translation (for edgeflags), an extra output with |
| * edgeflag semantics, and extend the vertex shader to pass through |
| * the input to the output. We'll need to use similar logic to set |
| * up the extra vertex_element input for edgeflags. |
| */ |
| key.passthrough_edgeflags = st->vertdata_edgeflags; |
| |
| key.clamp_color = st->clamp_vert_color_in_shader && |
| st->ctx->Light._ClampVertexColor && |
| (stvp->Base.info.outputs_written & |
| (VARYING_SLOT_COL0 | |
| VARYING_SLOT_COL1 | |
| VARYING_SLOT_BFC0 | |
| VARYING_SLOT_BFC1)); |
| |
| key.lower_depth_clamp = |
| !st->gp && !st->tep && |
| st->clamp_frag_depth_in_shader && |
| (st->ctx->Transform.DepthClampNear || |
| st->ctx->Transform.DepthClampFar); |
| |
| if (key.lower_depth_clamp) |
| key.clip_negative_one_to_one = |
| st->ctx->Transform.ClipDepthMode == GL_NEGATIVE_ONE_TO_ONE; |
| |
| /* _NEW_POINT */ |
| key.lower_point_size = st->lower_point_size && |
| !st_point_size_per_vertex(st->ctx); |
| |
| /* _NEW_TRANSFORM */ |
| if (st->lower_ucp && st_user_clip_planes_enabled(st->ctx) && |
| !st->ctx->GeometryProgram._Current) |
| key.lower_ucp = st->ctx->Transform.ClipPlanesEnabled; |
| |
| st->vp_variant = st_get_vp_variant(st, stvp, &key); |
| } |
| |
| st_reference_prog(st, &st->vp, stvp); |
| |
| cso_set_vertex_shader_handle(st->cso_context, |
| st->vp_variant->base.driver_shader); |
| } |
| |
| |
| static void * |
| st_update_common_program(struct st_context *st, struct gl_program *prog, |
| unsigned pipe_shader, struct st_program **dst) |
| { |
| struct st_program *stp; |
| |
| if (!prog) { |
| st_reference_prog(st, dst, NULL); |
| return NULL; |
| } |
| |
| stp = st_program(prog); |
| st_reference_prog(st, dst, stp); |
| |
| if (st->shader_has_one_variant[prog->info.stage] && stp->variants) |
| return stp->variants->driver_shader; |
| |
| struct st_common_variant_key key; |
| |
| /* use memset, not an initializer to be sure all memory is zeroed */ |
| memset(&key, 0, sizeof(key)); |
| |
| key.st = st->has_shareable_shaders ? NULL : st; |
| |
| if (pipe_shader == PIPE_SHADER_GEOMETRY || |
| pipe_shader == PIPE_SHADER_TESS_EVAL) { |
| key.clamp_color = st->clamp_vert_color_in_shader && |
| st->ctx->Light._ClampVertexColor && |
| (stp->Base.info.outputs_written & |
| (VARYING_SLOT_COL0 | |
| VARYING_SLOT_COL1 | |
| VARYING_SLOT_BFC0 | |
| VARYING_SLOT_BFC1)); |
| |
| key.lower_depth_clamp = |
| (pipe_shader == PIPE_SHADER_GEOMETRY || !st->gp) && |
| st->clamp_frag_depth_in_shader && |
| (st->ctx->Transform.DepthClampNear || |
| st->ctx->Transform.DepthClampFar); |
| |
| if (key.lower_depth_clamp) |
| key.clip_negative_one_to_one = |
| st->ctx->Transform.ClipDepthMode == GL_NEGATIVE_ONE_TO_ONE; |
| |
| if (st->lower_ucp && st_user_clip_planes_enabled(st->ctx) && |
| pipe_shader == PIPE_SHADER_GEOMETRY) |
| key.lower_ucp = st->ctx->Transform.ClipPlanesEnabled; |
| } |
| |
| return st_get_common_variant(st, stp, &key)->driver_shader; |
| } |
| |
| |
| void |
| st_update_gp(struct st_context *st) |
| { |
| void *shader = st_update_common_program(st, |
| st->ctx->GeometryProgram._Current, |
| PIPE_SHADER_GEOMETRY, &st->gp); |
| cso_set_geometry_shader_handle(st->cso_context, shader); |
| } |
| |
| |
| void |
| st_update_tcp(struct st_context *st) |
| { |
| void *shader = st_update_common_program(st, |
| st->ctx->TessCtrlProgram._Current, |
| PIPE_SHADER_TESS_CTRL, &st->tcp); |
| cso_set_tessctrl_shader_handle(st->cso_context, shader); |
| } |
| |
| |
| void |
| st_update_tep(struct st_context *st) |
| { |
| void *shader = st_update_common_program(st, |
| st->ctx->TessEvalProgram._Current, |
| PIPE_SHADER_TESS_EVAL, &st->tep); |
| cso_set_tesseval_shader_handle(st->cso_context, shader); |
| } |
| |
| |
| void |
| st_update_cp(struct st_context *st) |
| { |
| void *shader = st_update_common_program(st, |
| st->ctx->ComputeProgram._Current, |
| PIPE_SHADER_COMPUTE, &st->cp); |
| cso_set_compute_shader_handle(st->cso_context, shader); |
| } |