235 lines
6.4 KiB
C
235 lines
6.4 KiB
C
/**************************************************************************
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*
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* Copyright 2003 Tungsten Graphics, Inc., Cedar Park, Texas.
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* All Rights Reserved.
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*
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* Permission is hereby granted, free of charge, to any person obtaining a
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* copy of this software and associated documentation files (the
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* "Software"), to deal in the Software without restriction, including
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* without limitation the rights to use, copy, modify, merge, publish,
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* distribute, sub license, and/or sell copies of the Software, and to
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* permit persons to whom the Software is furnished to do so, subject to
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* the following conditions:
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*
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* The above copyright notice and this permission notice (including the
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* next paragraph) shall be included in all copies or substantial portions
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* of the Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
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* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
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* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT.
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* IN NO EVENT SHALL TUNGSTEN GRAPHICS AND/OR ITS SUPPLIERS BE LIABLE FOR
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* ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
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* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
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* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
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*
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**************************************************************************/
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/**
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* State validation for vertex/fragment shaders.
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* Note that we have to delay most vertex/fragment shader translation
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* until rendering time since the linkage between the vertex outputs and
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* fragment inputs can vary depending on the pairing of shaders.
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*
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* Authors:
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* Brian Paul
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*/
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#include "main/imports.h"
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#include "main/mtypes.h"
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#include "main/macros.h"
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#include "shader/program.h"
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#include "pipe/p_context.h"
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#include "pipe/p_shader_tokens.h"
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#include "util/u_simple_shaders.h"
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#include "cso_cache/cso_context.h"
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#include "st_context.h"
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#include "st_atom.h"
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#include "st_program.h"
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#include "st_atom_shader.h"
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#include "st_mesa_to_tgsi.h"
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/*
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* Translate fragment program if needed.
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*/
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static void
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translate_fp(struct st_context *st,
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struct st_fragment_program *stfp)
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{
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const GLbitfield fragInputsRead = stfp->Base.Base.InputsRead;
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if (!stfp->state.tokens) {
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GLuint inAttr, numIn = 0;
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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] = -1;
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}
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}
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stfp->num_input_slots = numIn;
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assert(stfp->Base.Base.NumInstructions > 1);
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st_translate_fragment_program(st, stfp, stfp->input_to_slot);
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}
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}
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/**
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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 struct st_vp_varient *
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find_translated_vp(struct st_context *st,
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struct st_vertex_program *stvp )
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{
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struct st_vp_varient *vpv;
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struct st_vp_varient_key key;
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/* Nothing in our key yet. This will change:
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*/
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memset(&key, 0, sizeof key);
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/* When this is true, we will add an extra input to the vertex
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* shader translation (for edgeflags), an extra output with
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* edgeflag semantics, and extend the vertex shader to pass through
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* the input to the output. We'll need to use similar logic to set
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* up the extra vertex_element input for edgeflags.
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*/
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key.passthrough_edgeflags = (st->ctx->Polygon.FrontMode != GL_FILL ||
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st->ctx->Polygon.BackMode != GL_FILL);
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/* Do we need to throw away old translations after a change in the
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* GL program string?
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*/
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if (stvp->serialNo != stvp->lastSerialNo) {
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/* These may have changed if the program string changed.
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*/
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st_prepare_vertex_program( st, stvp );
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/* We are now up-to-date:
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*/
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stvp->lastSerialNo = stvp->serialNo;
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}
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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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*/
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for (vpv = stvp->varients; vpv; vpv = vpv->next) {
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if (memcmp(&vpv->key, &key, sizeof key) == 0) {
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break;
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}
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}
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/* No? Perform new translation here. */
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if (!vpv) {
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vpv = st_translate_vertex_program(st, stvp, &key);
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if (!vpv)
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return NULL;
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vpv->next = stvp->varients;
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stvp->varients = vpv;
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}
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return vpv;
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}
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static void *
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get_passthrough_fs(struct st_context *st)
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{
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if (!st->passthrough_fs) {
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st->passthrough_fs =
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util_make_fragment_passthrough_shader(st->pipe);
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}
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return st->passthrough_fs;
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}
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static void
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update_fp( struct st_context *st )
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{
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struct st_fragment_program *stfp;
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assert(st->ctx->FragmentProgram._Current);
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stfp = st_fragment_program(st->ctx->FragmentProgram._Current);
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assert(stfp->Base.Base.Target == GL_FRAGMENT_PROGRAM_ARB);
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translate_fp(st, stfp);
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st_reference_fragprog(st, &st->fp, stfp);
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if (st->missing_textures) {
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/* use a pass-through frag shader that uses no textures */
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void *fs = get_passthrough_fs(st);
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cso_set_fragment_shader_handle(st->cso_context, fs);
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}
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else {
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cso_set_fragment_shader_handle(st->cso_context, stfp->driver_shader);
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}
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}
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const struct st_tracked_state st_update_fp = {
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"st_update_fp", /* name */
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{ /* dirty */
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0, /* mesa */
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ST_NEW_FRAGMENT_PROGRAM /* st */
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},
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update_fp /* update */
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};
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static void
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update_vp( struct st_context *st )
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{
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struct st_vertex_program *stvp;
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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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*/
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assert(st->ctx->VertexProgram._Current);
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stvp = st_vertex_program(st->ctx->VertexProgram._Current);
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assert(stvp->Base.Base.Target == GL_VERTEX_PROGRAM_ARB);
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st->vp_varient = find_translated_vp(st, stvp);
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st_reference_vertprog(st, &st->vp, stvp);
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cso_set_vertex_shader_handle(st->cso_context,
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st->vp_varient->driver_shader);
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st->vertex_result_to_slot = stvp->result_to_output;
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}
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const struct st_tracked_state st_update_vp = {
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"st_update_vp", /* name */
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{ /* dirty */
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_NEW_POLYGON, /* mesa */
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ST_NEW_VERTEX_PROGRAM /* st */
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},
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update_vp /* update */
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};
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