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third_party_mesa3d/src/mesa/state_tracker/st_atom_shader.c

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/**************************************************************************
*
* 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"
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#include "pipe/p_shader_tokens.h"
#include "st_context.h"
#include "st_cache.h"
#include "st_atom.h"
#include "st_program.h"
#include "st_atom_shader.h"
#include "st_mesa_to_tgsi.h"
/**
* This represents a vertex program, especially translated to match
* the inputs of a particular fragment shader.
*/
struct translated_vertex_program
{
struct st_vertex_program *master;
/** The fragment shader "signature" this vertex shader is meant for: */
GLbitfield frag_inputs;
/** Compared against master vertex program's serialNo: */
GLuint serialNo;
/** Maps VERT_RESULT_x to slot */
GLuint output_to_slot[VERT_RESULT_MAX];
/** The program in TGSI format */
struct tgsi_token tokens[ST_MAX_SHADER_TOKENS];
/** Pointer to the translated, cached vertex shader */
const struct cso_vertex_shader *vs;
struct translated_vertex_program *next; /**< next in linked list */
};
/**
* Free data hanging off the st vert prog.
*/
void
st_remove_vertex_program(struct st_context *st, struct st_vertex_program *stvp)
{
/* no-op, for now? */
}
/**
* Free data hanging off the st frag prog.
*/
void
st_remove_fragment_program(struct st_context *st,
struct st_fragment_program *stfp)
{
struct translated_vertex_program *xvp, *next;
for (xvp = stfp->vertex_programs; xvp; xvp = next) {
next = xvp->next;
/* XXX free xvp->vs */
free(xvp);
}
}
/**
* 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;
}
}
/**
* Find a translated vertex program that corresponds to stvp and
* has outputs matched to stfp's inputs.
* This performs vertex and fragment translation (to TGSI) when needed.
*/
static struct translated_vertex_program *
find_translated_vp(struct st_context *st,
struct st_vertex_program *stvp,
struct st_fragment_program *stfp)
{
static const GLuint UNUSED = ~0;
struct translated_vertex_program *xvp;
const GLbitfield fragInputsRead = stfp->Base.Base.InputsRead;
/*
* Translate fragment program if needed.
*/
if (!stfp->fs) {
GLuint inAttr, numIn = 0;
for (inAttr = 0; inAttr < FRAG_ATTRIB_MAX; inAttr++) {
if (fragInputsRead & (1 << inAttr)) {
stfp->input_to_slot[inAttr] = numIn;
numIn++;
}
else {
stfp->input_to_slot[inAttr] = UNUSED;
}
}
stfp->num_input_slots = numIn;
assert(stfp->Base.Base.NumInstructions > 1);
(void) st_translate_fragment_program(st, stfp,
stfp->input_to_slot,
stfp->tokens,
ST_MAX_SHADER_TOKENS);
assert(stfp->fs);
}
/* See if we've got a translated vertex program whose outputs match
* the fragment program's inputs.
* XXX This could be a hash lookup, using InputsRead as the key.
*/
for (xvp = stfp->vertex_programs; xvp; xvp = xvp->next) {
if (xvp->master == stvp && xvp->frag_inputs == fragInputsRead) {
break;
}
}
/* No? Allocate translated vp object now */
if (!xvp) {
xvp = CALLOC_STRUCT(translated_vertex_program);
xvp->frag_inputs = fragInputsRead;
xvp->master = stvp;
xvp->next = stfp->vertex_programs;
stfp->vertex_programs = xvp;
}
/* See if we need to translate vertex program to TGSI form */
if (xvp->serialNo != stvp->serialNo) {
GLuint outAttr, dummySlot;
const GLbitfield outputsWritten = stvp->Base.Base.OutputsWritten;
GLuint numVpOuts = 0;
/* Compute mapping of vertex program outputs to slots, which depends
* on the fragment program's input->slot mapping.
*/
for (outAttr = 0; outAttr < VERT_RESULT_MAX; outAttr++) {
/* set default: */
xvp->output_to_slot[outAttr] = UNUSED;
if (outAttr == VERT_RESULT_HPOS) {
/* always put xformed position into slot zero */
xvp->output_to_slot[VERT_RESULT_HPOS] = 0;
numVpOuts++;
}
else if (outputsWritten & (1 << outAttr)) {
/* see if the frag prog wants this vert output */
GLint fpInAttrib = vp_out_to_fp_in(outAttr);
if (fpInAttrib >= 0) {
GLuint fpInSlot = stfp->input_to_slot[fpInAttrib];
GLuint vpOutSlot = stfp->fs->state.input_map[fpInSlot];
xvp->output_to_slot[outAttr] = vpOutSlot;
numVpOuts++;
}
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else if (outAttr == VERT_RESULT_PSIZ ||
outAttr == VERT_RESULT_BFC0 ||
outAttr == VERT_RESULT_BFC1) {
/* backface colors go into last slots */
xvp->output_to_slot[outAttr] = numVpOuts++;
}
}
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/*
printf("output_to_slot[%d] = %d\n", outAttr,
xvp->output_to_slot[outAttr]);
*/
}
/* Unneeded vertex program outputs will go to this slot.
* We could use this info to do dead code elimination in the
* vertex program.
*/
dummySlot = stfp->num_input_slots;
/* 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 (xvp->output_to_slot[outAttr] == UNUSED)
xvp->output_to_slot[outAttr] = dummySlot;
}
}
assert(stvp->Base.Base.NumInstructions > 1);
xvp->vs = st_translate_vertex_program(st, stvp,
xvp->output_to_slot,
xvp->tokens,
ST_MAX_SHADER_TOKENS);
assert(xvp->vs);
stvp->vs = NULL; /* don't want to use this */
/* translated VP is up to date now */
xvp->serialNo = stvp->serialNo;
}
return xvp;
}
static void
update_linkage( struct st_context *st )
{
struct st_vertex_program *stvp;
struct st_fragment_program *stfp;
struct translated_vertex_program *xvp;
/* find active shader and params -- Should be covered by
* ST_NEW_VERTEX_PROGRAM
*/
assert(st->ctx->VertexProgram._Current);
stvp = st_vertex_program(st->ctx->VertexProgram._Current);
assert(st->ctx->FragmentProgram._Current);
stfp = st_fragment_program(st->ctx->FragmentProgram._Current);
xvp = find_translated_vp(st, stvp, stfp);
st->vp = stvp;
st->state.vs = xvp->vs;
st->pipe->bind_vs_state(st->pipe, st->state.vs->data);
st->fp = stfp;
st->state.fs = stfp->fs;
st->pipe->bind_fs_state(st->pipe, st->state.fs->data);
st->vertex_result_to_slot = xvp->output_to_slot;
}
const struct st_tracked_state st_update_shader = {
.name = "st_update_shader",
.dirty = {
.mesa = 0,
.st = ST_NEW_VERTEX_PROGRAM | ST_NEW_FRAGMENT_PROGRAM
},
.update = update_linkage
};