Fix problems with vertex shaders and the private draw module.
The CSO returned by pipe->create_vs_state() can't be passed to the private draw module. That was causing glRasterPos to blow up. Add a 'draw_shader' field to st_vertex_program for use with the private draw module. Change st_context->state.vs type from cso_vertex_shader to st_vertex_program.
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@@ -43,6 +43,8 @@
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#include "pipe/p_context.h"
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#include "pipe/p_shader_tokens.h"
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#include "pipe/cso_cache/cso_cache.h"
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#include "st_context.h"
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#include "st_cache.h"
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#include "st_atom.h"
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@@ -71,8 +73,8 @@ struct translated_vertex_program
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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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/** Pointer to the translated vertex program */
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struct st_vertex_program *vp;
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struct translated_vertex_program *next; /**< next in linked list */
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};
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@@ -257,12 +259,13 @@ find_translated_vp(struct st_context *st,
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assert(stvp->Base.Base.NumInstructions > 1);
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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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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(stvp->cso);
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xvp->vp = stvp;
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/* translated VP is up to date now */
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xvp->serialNo = stvp->serialNo;
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@@ -291,8 +294,8 @@ update_linkage( struct st_context *st )
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xvp = find_translated_vp(st, stvp, stfp);
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st->vp = stvp;
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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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st->state.vs = xvp->vp;
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st->pipe->bind_vs_state(st->pipe, st->state.vs->cso->data);
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st->fp = stfp;
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st->state.fs = stfp->fs;
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@@ -208,7 +208,7 @@ make_vertex_shader(struct st_context *st)
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stvp = (struct st_vertex_program *) p;
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st_translate_vertex_program(st, stvp, NULL,
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stvp->tokens, ST_MAX_SHADER_TOKENS);
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assert(stvp->vs);
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assert(stvp->cso);
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return stvp;
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}
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@@ -350,7 +350,7 @@ clear_with_quad(GLcontext *ctx,
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if (!stvp) {
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stvp = make_vertex_shader(st);
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}
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pipe->bind_vs_state(pipe, stvp->vs->data);
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pipe->bind_vs_state(pipe, stvp->cso->data);
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}
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/* viewport state: viewport matching window dims */
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@@ -376,7 +376,7 @@ clear_with_quad(GLcontext *ctx,
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pipe->bind_blend_state(pipe, st->state.blend->data);
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pipe->bind_depth_stencil_alpha_state(pipe, st->state.depth_stencil->data);
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pipe->bind_fs_state(pipe, st->state.fs->data);
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pipe->bind_vs_state(pipe, st->state.vs->data);
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pipe->bind_vs_state(pipe, st->state.vs->cso->data);
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pipe->bind_rasterizer_state(pipe, st->state.rasterizer->data);
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pipe->set_viewport_state(pipe, &st->state.viewport);
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/* OR:
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@@ -662,7 +662,7 @@ draw_textured_quad(GLcontext *ctx, GLint x, GLint y, GLfloat z,
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pipe->bind_fs_state(pipe, stfp->fs->data);
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/* vertex shader state: position + texcoord pass-through */
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pipe->bind_vs_state(pipe, stvp->vs->data);
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pipe->bind_vs_state(pipe, stvp->cso->data);
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/* texture sampling state: */
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{
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@@ -719,7 +719,7 @@ draw_textured_quad(GLcontext *ctx, GLint x, GLint y, GLfloat z,
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/* restore GL state */
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pipe->bind_rasterizer_state(pipe, ctx->st->state.rasterizer->data);
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pipe->bind_fs_state(pipe, ctx->st->state.fs->data);
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pipe->bind_vs_state(pipe, ctx->st->state.vs->data);
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pipe->bind_vs_state(pipe, ctx->st->state.vs->cso->data);
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pipe->set_sampler_texture(pipe, unit, ctx->st->state.sampler_texture[unit]);
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pipe->bind_sampler_state(pipe, unit, ctx->st->state.sampler[unit]->data);
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pipe->set_viewport_state(pipe, &ctx->st->state.viewport);
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@@ -39,6 +39,8 @@
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#include "shader/programopt.h"
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#include "shader/shader_api.h"
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#include "pipe/cso_cache/cso_cache.h"
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#include "st_context.h"
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#include "st_program.h"
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#include "st_atom_shader.h"
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@@ -181,10 +183,11 @@ static void st_program_string_notify( GLcontext *ctx,
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stvp->serialNo++;
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if (stvp->vs) {
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/* free the TGSI code */
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// cso_delete(stfp->vs);
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stvp->vs = NULL;
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if (stvp->cso) {
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/* free the CSO data */
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st->pipe->delete_vs_state(st->pipe, stvp->cso->data);
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FREE((void *) stvp->cso);
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stvp->cso = NULL;
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}
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stvp->param_state = stvp->Base.Base.Parameters->StateFlags;
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@@ -100,7 +100,7 @@ struct st_context
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const struct cso_depth_stencil_alpha *depth_stencil;
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const struct cso_rasterizer *rasterizer;
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const struct cso_fragment_shader *fs;
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const struct cso_vertex_shader *vs;
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struct st_vertex_program *vs;
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struct pipe_blend_color blend_color;
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struct pipe_clip_state clip;
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@@ -53,11 +53,11 @@ st_print_current(void)
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int i;
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printf("Vertex Transform Inputs:\n");
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for (i = 0; i < st->state.vs->state.num_inputs; i++) {
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for (i = 0; i < st->state.vs->cso->state.num_inputs; i++) {
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printf(" Slot %d: VERT_ATTRIB_%d\n", i, st->vp->index_to_input[i]);
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}
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tgsi_dump( st->state.vs->state.tokens, 0 );
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tgsi_dump( st->state.vs->cso->state.tokens, 0 );
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if (st->vp->Base.Base.Parameters)
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_mesa_print_parameter_list(st->vp->Base.Base.Parameters);
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@@ -241,7 +241,7 @@ st_draw_vbo(GLcontext *ctx,
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/* must get these after state validation! */
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vp = ctx->st->vp;
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vs = &ctx->st->state.vs->state;
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vs = &ctx->st->state.vs->cso->state;
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/* loop over TGSI shader inputs to determine vertex buffer
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* and attribute info
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@@ -447,7 +447,7 @@ set_feedback_vertex_format(GLcontext *ctx)
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else {
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/* GL_FEEDBACK, or glRasterPos */
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/* emit all attribs (pos, color, texcoord) as GLfloat[4] */
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vinfo.num_attribs = st->state.vs->state.num_outputs;
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vinfo.num_attribs = st->state.vs->cso->state.num_outputs;
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for (i = 0; i < vinfo.num_attribs; i++) {
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vinfo.format[i] = FORMAT_4F;
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vinfo.interp_mode[i] = INTERP_LINEAR;
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@@ -491,7 +491,11 @@ st_feedback_draw_vbo(GLcontext *ctx,
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/* must get these after state validation! */
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vp = ctx->st->vp;
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vs = &ctx->st->state.vs->state;
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vs = &ctx->st->state.vs->cso->state;
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if (!st->state.vs->draw_shader) {
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st->state.vs->draw_shader = draw_create_vertex_shader(draw, vs);
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}
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/*
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* Set up the draw module's state.
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@@ -503,7 +507,7 @@ st_feedback_draw_vbo(GLcontext *ctx,
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draw_set_viewport_state(draw, &st->state.viewport);
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draw_set_clip_state(draw, &st->state.clip);
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draw_set_rasterizer_state(draw, &st->state.rasterizer->state);
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draw_bind_vertex_shader(draw, st->state.vs->data);
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draw_bind_vertex_shader(draw, st->state.vs->draw_shader);
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set_feedback_vertex_format(ctx);
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/* loop over TGSI shader inputs to determine vertex buffer
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@@ -57,7 +57,7 @@
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* \param tokensOut destination for TGSI tokens
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* \return pointer to cached pipe_shader object.
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*/
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const struct cso_vertex_shader *
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void
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st_translate_vertex_program(struct st_context *st,
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struct st_vertex_program *stvp,
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const GLuint outputMapping[],
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@@ -256,12 +256,10 @@ st_translate_vertex_program(struct st_context *st,
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vs.tokens = tokensOut;
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cso = st_cached_vs_state(st, &vs);
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stvp->vs = cso;
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stvp->cso = cso;
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if (TGSI_DEBUG)
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tgsi_dump( tokensOut, 0 );
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return cso;
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}
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@@ -90,7 +90,10 @@ struct st_vertex_program
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struct tgsi_token tokens[ST_MAX_SHADER_TOKENS];
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/** Pointer to the corresponding cached shader */
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const struct cso_vertex_shader *vs;
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const struct cso_vertex_shader *cso;
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/** For using our private draw module (glRasterPos) */
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struct draw_vertex_shader *draw_shader;
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GLuint param_state;
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};
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@@ -122,7 +125,7 @@ st_translate_fragment_program(struct st_context *st,
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GLuint maxTokens);
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extern const struct cso_vertex_shader *
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extern void
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st_translate_vertex_program(struct st_context *st,
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struct st_vertex_program *vp,
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const GLuint vert_output_to_slot[],
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