blob: f01e1374ebf1ee31490ac739d766588f22fd183e [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, gl_shader_stage stage, GLuint id,
bool is_arb_asm)
{
struct st_program *prog;
switch (stage) {
case MESA_SHADER_VERTEX:
prog = (struct st_program*)rzalloc(NULL, struct st_vertex_program);
break;
default:
prog = rzalloc(NULL, struct st_program);
break;
}
return _mesa_init_gl_program(&prog->Base, stage, id, is_arb_asm);
}
/**
* 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);
struct st_program *stp = st_program(prog);
st_release_variants(st, stp);
if (stp->glsl_to_tgsi)
free_glsl_to_tgsi_visitor(stp->glsl_to_tgsi);
free(stp->serialized_nir);
/* 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);
struct st_program *stp = (struct st_program *) prog;
/* GLSL-to-NIR should not end up here. */
assert(!stp->shader_program);
st_release_variants(st, stp);
if (target == GL_FRAGMENT_PROGRAM_ARB ||
target == GL_FRAGMENT_SHADER_ATI) {
if (target == GL_FRAGMENT_SHADER_ATI) {
assert(stp->ati_fs);
assert(stp->ati_fs->Program == prog);
st_init_atifs_prog(ctx, prog);
}
if (!st_translate_fragment_program(st, stp))
return false;
} else if (target == GL_VERTEX_PROGRAM_ARB) {
if (!st_translate_vertex_program(st, stp))
return false;
} else {
if (!st_translate_common_program(st, stp))
return false;
}
st_finalize_program(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, MESA_SHADER_FRAGMENT,
curProg->Id, true);
struct st_program *stfp = (struct st_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;
if (st_program(linked->Program)->variants)
sh = st_program(linked->Program)->variants->driver_shader;
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;
}