Instead of linked program pairs, keep a list of vertex programs translated for each fragment program.
This commit is contained in:
@@ -51,105 +51,56 @@
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#include "st_atom_shader.h"
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/**
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* Structure to describe a (vertex program, fragment program) pair
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* which is linked together (used together to render something). This
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* linkage basically servers the same purpose as the OpenGL Shading
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* Language linker, but also applies to ARB programs and Mesa's
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* fixed-function-generated programs.
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*
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* More background:
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*
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* The translation from Mesa programs to TGSI programs depends on the
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* linkage between the vertex program and the fragment program. This is
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* because we tightly pack the inputs and outputs of shaders into
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* consecutive "slots".
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*
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* Suppose an app uses one vertex program "VP" (outputting pos, color and tex0)
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* and two fragment programs:
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* FP1: uses tex0 input only (input slot 0)
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* FP2: uses color input only (input slot 0)
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*
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* When VP is used with FP1 we want VP.output[2] to match FP1.input[0], but
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* when VP is used with FP2 we want VP.output[1] to match FP1.input[0].
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*
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* We don't want to re-translate the vertex and/or fragment programs
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* each time the VP/FP bindings/linkings change. The solution is this
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* structure which stores the translated TGSI shaders on a per-linkage
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* basis.
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*
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* This represents a vertex program, especially translated to match
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* the inputs of a particular fragment shader.
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*/
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struct linked_program_pair
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struct translated_vertex_program
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{
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struct st_vertex_program *vprog; /**< never changes */
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struct st_fragment_program *fprog; /**< never changes */
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/** The fragment shader "signature" this vertex shader is meant for: */
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GLbitfield frag_inputs;
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struct tgsi_token vs_tokens[ST_FP_MAX_TOKENS];
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struct tgsi_token fs_tokens[ST_FP_MAX_TOKENS];
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/** Compared against master vertex program's serialNo: */
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GLuint serialNo;
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/** Maps VERT_RESULT_x to slot */
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GLuint output_to_slot[VERT_RESULT_MAX];
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/** The program in TGSI format */
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struct tgsi_token tokens[ST_MAX_SHADER_TOKENS];
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/** Pointer to the translated, cached vertex shader */
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const struct cso_vertex_shader *vs;
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const struct cso_fragment_shader *fs;
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GLuint vertSerialNo, fragSerialNo;
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/** maps a Mesa VERT_ATTRIB_x to a packed TGSI input index */
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GLuint vp_input_to_index[MAX_VERTEX_PROGRAM_ATTRIBS];
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/** maps a TGSI input index back to a Mesa VERT_ATTRIB_x */
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GLuint vp_index_to_input[MAX_VERTEX_PROGRAM_ATTRIBS];
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GLuint vp_result_to_slot[VERT_RESULT_MAX];
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struct linked_program_pair *next;
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struct translated_vertex_program *next; /**< next in linked list */
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};
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/** XXX temporary - use some kind of hash table instead */
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static struct linked_program_pair *Pairs = NULL;
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static void
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find_and_remove(struct gl_program *prog)
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{
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struct linked_program_pair *pair, *prev = NULL, *next;
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for (pair = Pairs; pair; pair = next) {
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next = pair->next;
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if (pair->vprog == (struct st_vertex_program *) prog ||
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pair->fprog == (struct st_fragment_program *) prog) {
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/* unlink */
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if (prev)
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prev->next = next;
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else
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Pairs = next;
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/* delete pair->vs */
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/* delete pair->fs */
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free(pair);
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}
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else {
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prev = pair;
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}
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}
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}
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/**
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* Delete any known program pairs that use the given vertex program.
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* Free data hanging off the st vert prog.
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*/
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void
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st_remove_vertex_program(struct st_context *st, struct st_vertex_program *stvp)
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{
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find_and_remove(&stvp->Base.Base);
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/* no-op, for now? */
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}
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/**
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* Delete any known program pairs that use the given fragment program.
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* Free data hanging off the st frag prog.
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*/
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void
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st_remove_fragment_program(struct st_context *st,
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struct st_fragment_program *stfp)
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{
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find_and_remove(&stfp->Base.Base);
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struct translated_vertex_program *xvp, *next;
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for (xvp = stfp->vertex_programs; xvp; xvp = next) {
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next = xvp->next;
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/* XXX free xvp->vs */
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free(xvp);
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}
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}
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@@ -187,182 +138,122 @@ vp_out_to_fp_in(GLuint vertResult)
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/**
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* Examine the outputs written by a vertex program and the inputs read
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* by a fragment program to determine which match up and where they
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* should be mapped into the generic shader output/input slots.
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* \param vert_output_map returns the vertex output register mapping
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* \param frag_input_map returns the fragment input register mapping
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* Find a translated vertex program that corresponds to stvp and
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* has outputs matched to stfp's inputs.
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* This performs vertex and fragment translation (to TGSI) when needed.
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*/
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static GLuint
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link_outputs_to_inputs(GLbitfield outputsWritten,
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GLbitfield inputsRead,
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GLuint vert_output_map[],
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GLuint frag_input_map[])
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static struct translated_vertex_program *
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find_translated_vp(struct st_context *st,
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struct st_vertex_program *stvp,
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struct st_fragment_program *stfp)
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{
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static const GLuint UNUSED = ~0;
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GLint vert_slot_to_attr[50], frag_slot_to_attr[50];
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GLuint outAttr, inAttr;
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GLuint numIn = 0, dummySlot;
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for (inAttr = 0; inAttr < FRAG_ATTRIB_MAX; inAttr++) {
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if (inputsRead & (1 << inAttr)) {
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frag_input_map[inAttr] = numIn;
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frag_slot_to_attr[numIn] = inAttr;
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numIn++;
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}
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else {
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frag_input_map[inAttr] = UNUSED;
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}
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}
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for (outAttr = 0; outAttr < VERT_RESULT_MAX; outAttr++) {
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if (outputsWritten & (1 << outAttr)) {
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/* see if the frag prog wants this vert output */
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GLint fpIn = vp_out_to_fp_in(outAttr);
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if (fpIn >= 0) {
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GLuint frag_slot = frag_input_map[fpIn];
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vert_output_map[outAttr] = frag_slot;
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vert_slot_to_attr[frag_slot] = outAttr;
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}
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else {
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vert_output_map[outAttr] = UNUSED;
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}
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}
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else {
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vert_output_map[outAttr] = UNUSED;
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}
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}
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struct translated_vertex_program *xvp;
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const GLbitfield fragInputsRead
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= stfp->Base.Base.InputsRead | FRAG_BIT_WPOS;
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/*
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* We'll map all unused vertex program outputs to this slot.
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* We'll also map all undefined fragment program inputs to this slot.
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* Translate fragment program if needed.
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*/
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dummySlot = numIn;
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if (!stfp->fs) {
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GLuint inAttr, numIn = 0;
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/* Map vert program outputs that aren't used to the dummy slot */
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for (outAttr = 0; outAttr < VERT_RESULT_MAX; outAttr++) {
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if (outputsWritten & (1 << outAttr)) {
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if (vert_output_map[outAttr] == UNUSED)
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vert_output_map[outAttr] = dummySlot;
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for (inAttr = 0; inAttr < FRAG_ATTRIB_MAX; inAttr++) {
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if (fragInputsRead & (1 << inAttr)) {
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stfp->input_to_slot[inAttr] = numIn;
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numIn++;
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}
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else {
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stfp->input_to_slot[inAttr] = UNUSED;
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}
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}
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stfp->num_input_slots = numIn;
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(void) st_translate_fragment_program(st, stfp,
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stfp->input_to_slot,
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stfp->tokens,
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ST_MAX_SHADER_TOKENS);
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assert(stfp->fs);
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}
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/* Map frag program inputs that aren't defined to the dummy slot */
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for (inAttr = 0; inAttr < FRAG_ATTRIB_MAX; inAttr++) {
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if (inputsRead & (1 << inAttr)) {
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if (frag_input_map[inAttr] == UNUSED)
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frag_input_map[inAttr] = dummySlot;
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}
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}
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#if 0
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printf("vOut W slot\n");
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for (outAttr = 0; outAttr < VERT_RESULT_MAX; outAttr++) {
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printf("%4d %c %4d\n", outAttr,
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" *"[(outputsWritten >> outAttr) & 1],
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vert_output_map[outAttr]);
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}
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printf("vIn R slot\n");
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for (inAttr = 0; inAttr < FRAG_ATTRIB_MAX; inAttr++) {
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printf("%3d %c %4d\n", inAttr,
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" *"[(inputsRead >> inAttr) & 1],
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frag_input_map[inAttr]);
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}
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#endif
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return numIn;
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}
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static struct linked_program_pair *
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lookup_program_pair(struct st_context *st,
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struct st_vertex_program *vprog,
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struct st_fragment_program *fprog)
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{
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struct linked_program_pair *pair;
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/* search */
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for (pair = Pairs; pair; pair = pair->next) {
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if (pair->vprog == vprog && pair->fprog == fprog) {
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/* found it */
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/* See if we've got a translated vertex program whose outputs match
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* the fragment program's inputs.
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* XXX This could be a hash lookup, using InputsRead as the key.
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*/
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for (xvp = stfp->vertex_programs; xvp; xvp = xvp->next) {
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if (xvp->frag_inputs == stfp->Base.Base.InputsRead) {
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break;
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}
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}
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/*
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* Examine the outputs of the vertex shader and the inputs of the
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* fragment shader to determine how to match both to a common set
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* of slots.
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*/
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if (!pair) {
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pair = CALLOC_STRUCT(linked_program_pair);
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if (pair) {
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pair->vprog = vprog;
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pair->fprog = fprog;
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/* No? Allocate translated vp object now */
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if (!xvp) {
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xvp = CALLOC_STRUCT(translated_vertex_program);
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xvp->frag_inputs = fragInputsRead;
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xvp->next = stfp->vertex_programs;
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stfp->vertex_programs = xvp;
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}
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/* See if we need to translate vertex program to TGSI form */
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if (xvp->serialNo != stvp->serialNo) {
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GLuint outAttr, dummySlot;
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const GLbitfield outputsWritten = stvp->Base.Base.OutputsWritten;
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/* Compute mapping of vertex program outputs to slots, which depends
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* on the fragment program's input->slot mapping.
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*/
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for (outAttr = 0; outAttr < VERT_RESULT_MAX; outAttr++) {
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/* set default: */
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xvp->output_to_slot[outAttr] = UNUSED;
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if (outputsWritten & (1 << outAttr)) {
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/* see if the frag prog wants this vert output */
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GLint fpIn = vp_out_to_fp_in(outAttr);
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if (fpIn >= 0) {
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xvp->output_to_slot[outAttr] = stfp->input_to_slot[fpIn];
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}
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}
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}
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/* Unneeded vertex program outputs will go to this slot.
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* We could use this info to do dead code elimination in the
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* vertex program.
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*/
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dummySlot = stfp->num_input_slots;
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/* Map vert program outputs that aren't used to the dummy slot */
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for (outAttr = 0; outAttr < VERT_RESULT_MAX; outAttr++) {
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if (outputsWritten & (1 << outAttr)) {
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if (xvp->output_to_slot[outAttr] == UNUSED)
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xvp->output_to_slot[outAttr] = dummySlot;
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}
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}
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xvp->vs = st_translate_vertex_program(st, stvp,
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xvp->output_to_slot,
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xvp->tokens,
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ST_MAX_SHADER_TOKENS);
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assert(xvp->vs);
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stvp->vs = NULL; /* don't want to use this */
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/* translated VP is up to date now */
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xvp->serialNo = stvp->serialNo;
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}
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return pair;
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}
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static void
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link_shaders(struct st_context *st, struct linked_program_pair *pair)
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{
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struct st_vertex_program *vprog = pair->vprog;
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struct st_fragment_program *fprog = pair->fprog;
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assert(vprog);
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assert(fprog);
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if (pair->vertSerialNo != vprog->serialNo ||
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pair->fragSerialNo != fprog->serialNo) {
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/* re-link and re-translate */
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GLuint vert_output_mapping[VERT_RESULT_MAX];
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GLuint frag_input_mapping[FRAG_ATTRIB_MAX];
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link_outputs_to_inputs(vprog->Base.Base.OutputsWritten,
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fprog->Base.Base.InputsRead | FRAG_BIT_WPOS,
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vert_output_mapping,
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frag_input_mapping);
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/* xlate vp to vs + vs tokens */
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st_translate_vertex_program(st, vprog,
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vert_output_mapping,
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pair->vs_tokens, ST_FP_MAX_TOKENS);
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pair->vprog = vprog;
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/* temp hacks */
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pair->vs = vprog->vs;
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vprog->vs = NULL;
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/* xlate fp to fs + fs tokens */
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st_translate_fragment_program(st, fprog,
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frag_input_mapping,
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pair->fs_tokens, ST_FP_MAX_TOKENS);
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pair->fprog = fprog;
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/* temp hacks */
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pair->fs = fprog->fs;
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fprog->fs = NULL;
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/* save pair */
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pair->next = Pairs;
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Pairs = pair;
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pair->vertSerialNo = vprog->serialNo;
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pair->fragSerialNo = fprog->serialNo;
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}
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return xvp;
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}
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static void
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update_linkage( struct st_context *st )
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{
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struct linked_program_pair *pair;
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struct st_vertex_program *stvp;
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struct st_fragment_program *stfp;
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struct translated_vertex_program *xvp;
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/* find active shader and params -- Should be covered by
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* ST_NEW_VERTEX_PROGRAM
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@@ -392,23 +283,17 @@ update_linkage( struct st_context *st )
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stfp = st_fragment_program(st->ctx->FragmentProgram._Current);
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}
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xvp = find_translated_vp(st, stvp, stfp);
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pair = lookup_program_pair(st, stvp, stfp);
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assert(pair);
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link_shaders(st, pair);
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/* Bind the vertex program and TGSI shader */
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st->vp = stvp;
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st->state.vs = pair->vs;
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st->state.vs = xvp->vs;
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st->pipe->bind_vs_state(st->pipe, st->state.vs->data);
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/* Bind the fragment program and TGSI shader */
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st->fp = stfp;
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st->state.fs = pair->fs;
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st->state.fs = stfp->fs;
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st->pipe->bind_fs_state(st->pipe, st->state.fs->data);
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st->vertex_result_to_slot = pair->vp_result_to_slot;
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st->vertex_result_to_slot = xvp->output_to_slot;
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}
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Block a user