Files
third_party_mesa3d/src/mesa/state_tracker/st_atom_shader.c

423 lines
12 KiB
C
Raw Normal View History

/**************************************************************************
*
* 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.
*
**************************************************************************/
/**
* 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/imports.h"
#include "main/mtypes.h"
#include "pipe/p_context.h"
#include "pipe/tgsi/mesa/mesa_to_tgsi.h"
#include "pipe/tgsi/exec/tgsi_core.h"
#include "st_context.h"
#include "st_cache.h"
#include "st_atom.h"
#include "st_program.h"
#include "st_atom_shader.h"
/**
* Structure to describe a (vertex program, fragment program) pair
* which is linked together (used together to render something). This
* linkage basically servers the same purpose as the OpenGL Shading
* Language linker, but also applies to ARB programs and Mesa's
* fixed-function-generated programs.
*
* More background:
*
* The translation from Mesa programs to TGSI programs depends on the
* linkage between the vertex program and the fragment program. This is
* because we tightly pack the inputs and outputs of shaders into
* consecutive "slots".
*
* Suppose an app uses one vertex program "VP" (outputting pos, color and tex0)
* and two fragment programs:
* FP1: uses tex0 input only (input slot 0)
* FP2: uses color input only (input slot 0)
*
* When VP is used with FP1 we want VP.output[2] to match FP1.input[0], but
* when VP is used with FP2 we want VP.output[1] to match FP1.input[0].
*
* We don't want to re-translate the vertex and/or fragment programs
* each time the VP/FP bindings/linkings change. The solution is this
* structure which stores the translated TGSI shaders on a per-linkage
* basis.
*
*/
struct linked_program_pair
{
struct st_vertex_program *vprog; /**< never changes */
struct st_fragment_program *fprog; /**< never changes */
struct tgsi_token vs_tokens[ST_FP_MAX_TOKENS];
struct tgsi_token fs_tokens[ST_FP_MAX_TOKENS];
const struct cso_vertex_shader *vs;
const struct cso_fragment_shader *fs;
GLuint vertSerialNo, fragSerialNo;
/** maps a Mesa VERT_ATTRIB_x to a packed TGSI input index */
GLuint vp_input_to_index[MAX_VERTEX_PROGRAM_ATTRIBS];
/** maps a TGSI input index back to a Mesa VERT_ATTRIB_x */
GLuint vp_index_to_input[MAX_VERTEX_PROGRAM_ATTRIBS];
GLuint vp_result_to_slot[VERT_RESULT_MAX];
struct linked_program_pair *next;
};
/** XXX temporary - use some kind of hash table instead */
static struct linked_program_pair *Pairs = NULL;
static void
find_and_remove(struct gl_program *prog)
{
struct linked_program_pair *pair, *prev = NULL, *next;
for (pair = Pairs; pair; pair = next) {
next = pair->next;
if (pair->vprog == (struct st_vertex_program *) prog ||
pair->fprog == (struct st_fragment_program *) prog) {
/* unlink */
if (prev)
prev->next = next;
else
Pairs = next;
/* delete pair->vs */
/* delete pair->fs */
free(pair);
}
else {
prev = pair;
}
}
}
/**
* Delete any known program pairs that use the given vertex program.
*/
void
st_remove_vertex_program(struct st_context *st, struct st_vertex_program *stvp)
{
find_and_remove(&stvp->Base.Base);
}
/**
* Delete any known program pairs that use the given fragment program.
*/
void
st_remove_fragment_program(struct st_context *st,
struct st_fragment_program *stfp)
{
find_and_remove(&stfp->Base.Base);
}
/**
* Given a vertex program output attribute, return the corresponding
* fragment program input attribute.
* \return -1 for vertex outputs that have no corresponding fragment input
*/
static GLint
vp_out_to_fp_in(GLuint vertResult)
{
if (vertResult >= VERT_RESULT_TEX0 &&
vertResult < VERT_RESULT_TEX0 + MAX_TEXTURE_COORD_UNITS)
return FRAG_ATTRIB_TEX0 + (vertResult - VERT_RESULT_TEX0);
if (vertResult >= VERT_RESULT_VAR0 &&
vertResult < VERT_RESULT_VAR0 + MAX_VARYING)
return FRAG_ATTRIB_VAR0 + (vertResult - VERT_RESULT_VAR0);
switch (vertResult) {
case VERT_RESULT_HPOS:
return FRAG_ATTRIB_WPOS;
case VERT_RESULT_COL0:
return FRAG_ATTRIB_COL0;
case VERT_RESULT_COL1:
return FRAG_ATTRIB_COL1;
case VERT_RESULT_FOGC:
return FRAG_ATTRIB_FOGC;
default:
/* Back-face colors, edge flags, etc */
return -1;
}
}
/**
* Examine the outputs written by a vertex program and the inputs read
* by a fragment program to determine which match up and where they
* should be mapped into the generic shader output/input slots.
* \param vert_output_map returns the vertex output register mapping
* \param frag_input_map returns the fragment input register mapping
*/
static GLuint
link_outputs_to_inputs(GLbitfield outputsWritten,
GLbitfield inputsRead,
GLuint vert_output_map[],
GLuint frag_input_map[])
{
static const GLuint UNUSED = ~0;
GLint vert_slot_to_attr[50], frag_slot_to_attr[50];
GLuint outAttr, inAttr;
GLuint numIn = 0, dummySlot;
for (inAttr = 0; inAttr < FRAG_ATTRIB_MAX; inAttr++) {
if (inputsRead & (1 << inAttr)) {
frag_input_map[inAttr] = numIn;
frag_slot_to_attr[numIn] = inAttr;
numIn++;
}
else {
frag_input_map[inAttr] = UNUSED;
}
}
for (outAttr = 0; outAttr < VERT_RESULT_MAX; outAttr++) {
if (outputsWritten & (1 << outAttr)) {
/* see if the frag prog wants this vert output */
GLint fpIn = vp_out_to_fp_in(outAttr);
if (fpIn >= 0) {
GLuint frag_slot = frag_input_map[fpIn];
vert_output_map[outAttr] = frag_slot;
vert_slot_to_attr[frag_slot] = outAttr;
}
else {
vert_output_map[outAttr] = UNUSED;
}
}
else {
vert_output_map[outAttr] = UNUSED;
}
}
/*
* We'll map all unused vertex program outputs to this slot.
* We'll also map all undefined fragment program inputs to this slot.
*/
dummySlot = numIn;
/* Map vert program outputs that aren't used to the dummy slot */
for (outAttr = 0; outAttr < VERT_RESULT_MAX; outAttr++) {
if (outputsWritten & (1 << outAttr)) {
if (vert_output_map[outAttr] == UNUSED)
vert_output_map[outAttr] = dummySlot;
}
}
/* Map frag program inputs that aren't defined to the dummy slot */
for (inAttr = 0; inAttr < FRAG_ATTRIB_MAX; inAttr++) {
if (inputsRead & (1 << inAttr)) {
if (frag_input_map[inAttr] == UNUSED)
frag_input_map[inAttr] = dummySlot;
}
}
#if 0
printf("vOut W slot\n");
for (outAttr = 0; outAttr < VERT_RESULT_MAX; outAttr++) {
printf("%4d %c %4d\n", outAttr,
" *"[(outputsWritten >> outAttr) & 1],
vert_output_map[outAttr]);
}
printf("vIn R slot\n");
for (inAttr = 0; inAttr < FRAG_ATTRIB_MAX; inAttr++) {
printf("%3d %c %4d\n", inAttr,
" *"[(inputsRead >> inAttr) & 1],
frag_input_map[inAttr]);
}
#endif
return numIn;
}
static struct linked_program_pair *
lookup_program_pair(struct st_context *st,
struct st_vertex_program *vprog,
struct st_fragment_program *fprog)
{
struct linked_program_pair *pair;
/* search */
for (pair = Pairs; pair; pair = pair->next) {
if (pair->vprog == vprog && pair->fprog == fprog) {
/* found it */
break;
}
}
/*
* Examine the outputs of the vertex shader and the inputs of the
* fragment shader to determine how to match both to a common set
* of slots.
*/
if (!pair) {
pair = CALLOC_STRUCT(linked_program_pair);
if (pair) {
pair->vprog = vprog;
pair->fprog = fprog;
}
}
return pair;
}
static void
link_shaders(struct st_context *st, struct linked_program_pair *pair)
{
struct st_vertex_program *vprog = pair->vprog;
struct st_fragment_program *fprog = pair->fprog;
assert(vprog);
assert(fprog);
if (pair->vertSerialNo != vprog->serialNo ||
pair->fragSerialNo != fprog->serialNo) {
/* re-link and re-translate */
GLuint vert_output_mapping[VERT_RESULT_MAX];
GLuint frag_input_mapping[FRAG_ATTRIB_MAX];
link_outputs_to_inputs(vprog->Base.Base.OutputsWritten,
fprog->Base.Base.InputsRead | FRAG_BIT_WPOS,
vert_output_mapping,
frag_input_mapping);
/* xlate vp to vs + vs tokens */
st_translate_vertex_program(st, vprog,
vert_output_mapping,
pair->vs_tokens, ST_FP_MAX_TOKENS);
pair->vprog = vprog;
/* temp hacks */
pair->vs = vprog->vs;
vprog->vs = NULL;
/* xlate fp to fs + fs tokens */
st_translate_fragment_program(st, fprog,
frag_input_mapping,
pair->fs_tokens, ST_FP_MAX_TOKENS);
pair->fprog = fprog;
/* temp hacks */
pair->fs = fprog->fs;
fprog->fs = NULL;
/* save pair */
pair->next = Pairs;
Pairs = pair;
pair->vertSerialNo = vprog->serialNo;
pair->fragSerialNo = fprog->serialNo;
}
}
static void
update_linkage( struct st_context *st )
{
struct linked_program_pair *pair;
struct st_vertex_program *stvp;
struct st_fragment_program *stfp;
/* find active shader and params -- Should be covered by
* ST_NEW_VERTEX_PROGRAM
*/
if (st->ctx->Shader.CurrentProgram &&
st->ctx->Shader.CurrentProgram->LinkStatus &&
st->ctx->Shader.CurrentProgram->VertexProgram) {
struct gl_vertex_program *f
= st->ctx->Shader.CurrentProgram->VertexProgram;
stvp = st_vertex_program(f);
}
else {
assert(st->ctx->VertexProgram._Current);
stvp = st_vertex_program(st->ctx->VertexProgram._Current);
}
if (st->ctx->Shader.CurrentProgram &&
st->ctx->Shader.CurrentProgram->LinkStatus &&
st->ctx->Shader.CurrentProgram->FragmentProgram) {
struct gl_fragment_program *f
= st->ctx->Shader.CurrentProgram->FragmentProgram;
stfp = st_fragment_program(f);
}
else {
assert(st->ctx->FragmentProgram._Current);
stfp = st_fragment_program(st->ctx->FragmentProgram._Current);
}
pair = lookup_program_pair(st, stvp, stfp);
assert(pair);
link_shaders(st, pair);
/* Bind the vertex program and TGSI shader */
st->vp = stvp;
st->state.vs = pair->vs;
st->pipe->bind_vs_state(st->pipe, st->state.vs->data);
/* Bind the fragment program and TGSI shader */
st->fp = stfp;
st->state.fs = pair->fs;
st->pipe->bind_fs_state(st->pipe, st->state.fs->data);
st->vertex_result_to_slot = pair->vp_result_to_slot;
}
const struct st_tracked_state st_update_shader = {
.name = "st_update_shader",
.dirty = {
.mesa = 0,
.st = ST_NEW_LINKAGE
},
.update = update_linkage
};