
Previously, programs were translated independently during validation. The problem is the translation to TGSI format, which packs shader input/outputs into continuous slots, depends on which vertex program is being paired with which fragment shader. Now, we look at the outputs of the vertex program in conjunction with the inputs of the fragment shader to be sure the attributes match up correctly. The new 'linked_program_pair' class keeps track of the associations between vertex and fragment shaders. It's also the place where the TGSI tokens are kept since they're no longer per-program state but per-linkage. Still a few loose ends, like implementing some kind of hash/lookup table for linked_program_pairs.
219 lines
5.8 KiB
C
219 lines
5.8 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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* Authors:
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* Keith Whitwell <keith@tungstengraphics.com>
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*/
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#include "main/glheader.h"
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#include "main/macros.h"
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#include "main/enums.h"
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#include "shader/prog_instruction.h"
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#include "shader/prog_parameter.h"
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#include "shader/program.h"
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#include "shader/programopt.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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#include "tnl/tnl.h"
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#include "pipe/tgsi/mesa/tgsi_mesa.h"
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/**
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* Called via ctx->Driver.BindProgram() to bind an ARB vertex or
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* fragment program.
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*/
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static void st_bind_program( GLcontext *ctx,
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GLenum target,
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struct gl_program *prog )
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{
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struct st_context *st = st_context(ctx);
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switch (target) {
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case GL_VERTEX_PROGRAM_ARB:
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st->dirty.st |= ST_NEW_VERTEX_PROGRAM;
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break;
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case GL_FRAGMENT_PROGRAM_ARB:
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st->dirty.st |= ST_NEW_FRAGMENT_PROGRAM;
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break;
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}
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st->dirty.st |= ST_NEW_LINKAGE;
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}
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/**
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* Called via ctx->Driver.UseProgram() to bind a linked GLSL program
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* (vertex shader + fragment shader).
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*/
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static void st_use_program( GLcontext *ctx,
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GLuint program )
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{
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struct st_context *st = st_context(ctx);
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st->dirty.st |= ST_NEW_VERTEX_PROGRAM;
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st->dirty.st |= ST_NEW_FRAGMENT_PROGRAM;
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st->dirty.st |= ST_NEW_LINKAGE;
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}
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static struct gl_program *st_new_program( GLcontext *ctx,
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GLenum target,
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GLuint id )
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{
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struct st_context *st = st_context(ctx);
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switch (target) {
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case GL_VERTEX_PROGRAM_ARB: {
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struct st_vertex_program *prog = CALLOC_STRUCT(st_vertex_program);
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prog->serialNo = 1;
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#if defined(USE_X86_ASM) || defined(SLANG_X86)
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x86_init_func( &prog->sse2_program );
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#endif
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return _mesa_init_vertex_program( ctx,
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&prog->Base,
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target,
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id );
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}
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case GL_FRAGMENT_PROGRAM_ARB:
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case GL_FRAGMENT_PROGRAM_NV: {
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struct st_fragment_program *prog = CALLOC_STRUCT(st_fragment_program);
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prog->serialNo = 1;
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#if defined(USE_X86_ASM) || defined(SLANG_X86)
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x86_init_func( &prog->sse2_program );
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#endif
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return _mesa_init_fragment_program( ctx,
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&prog->Base,
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target,
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id );
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}
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default:
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return _mesa_new_program(ctx, target, id);
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}
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st->dirty.st |= ST_NEW_LINKAGE;
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}
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static void st_delete_program( GLcontext *ctx,
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struct gl_program *prog )
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{
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struct st_context *st = st_context(ctx);
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switch( prog->Target ) {
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case GL_VERTEX_PROGRAM_ARB:
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{
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struct st_vertex_program *stvp = (struct st_vertex_program *) prog;
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#if defined(USE_X86_ASM) || defined(SLANG_X86)
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x86_release_func( &stvp->sse2_program );
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#endif
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st_remove_vertex_program(st, stvp);
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}
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break;
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case GL_FRAGMENT_PROGRAM_ARB:
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{
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struct st_fragment_program *stfp
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= (struct st_fragment_program *) prog;
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#if defined(USE_X86_ASM) || defined(SLANG_X86)
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x86_release_func( &stfp->sse2_program );
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#endif
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st_remove_fragment_program(st, stfp);
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}
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break;
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default:
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assert(0); /* problem */
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}
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_mesa_delete_program( ctx, prog );
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}
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static GLboolean st_is_program_native( GLcontext *ctx,
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GLenum target,
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struct gl_program *prog )
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{
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return GL_TRUE;
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}
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static void st_program_string_notify( GLcontext *ctx,
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GLenum target,
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struct gl_program *prog )
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{
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struct st_context *st = st_context(ctx);
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if (target == GL_FRAGMENT_PROGRAM_ARB) {
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struct st_fragment_program *stfp = (struct st_fragment_program *) prog;
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if (prog == &ctx->FragmentProgram._Current->Base)
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st->dirty.st |= ST_NEW_FRAGMENT_PROGRAM;
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stfp->serialNo++;
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stfp->param_state = stfp->Base.Base.Parameters->StateFlags;
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}
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else if (target == GL_VERTEX_PROGRAM_ARB) {
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struct st_vertex_program *stvp = (struct st_vertex_program *) prog;
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if (prog == &ctx->VertexProgram._Current->Base)
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st->dirty.st |= ST_NEW_VERTEX_PROGRAM;
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stvp->serialNo++;
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stvp->param_state = stvp->Base.Base.Parameters->StateFlags;
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/* Also tell tnl about it:
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*/
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_tnl_program_string(ctx, target, prog);
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}
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st->dirty.st |= ST_NEW_LINKAGE;
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}
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void st_init_program_functions(struct dd_function_table *functions)
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{
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functions->BindProgram = st_bind_program;
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functions->UseProgram = st_use_program;
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functions->NewProgram = st_new_program;
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functions->DeleteProgram = st_delete_program;
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functions->IsProgramNative = st_is_program_native;
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functions->ProgramStringNotify = st_program_string_notify;
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}
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