blob: 18acc3017a8dc23afb2c04fd58502a8eafd18276 [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.
*
**************************************************************************/
/**
* 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);
}