
Translate vertex shaders independently of fragment shaders. Previously tried to make fragment shader semantic indexes always start at zero and exclude holes. This was unnecessary but meant that vertex shader translation had to be adjusted to take this into account. Now use a fixed scheme for labelling special FS input semantics (color, etc), and another fixed scheme for the generics. With this, vertex shaders can be translated independently of the bound fragment shader, assuming mesa has done its own job and ensured that the vertex shader provides at least the inputs the fragment shader is looking for. The state-tracker didn't attempt to do anything about this previously, so it shouldn't be needed now.
100 lines
2.8 KiB
C
100 lines
2.8 KiB
C
/**************************************************************************
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*
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* Copyright 2007 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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#include "main/context.h"
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#include "shader/prog_print.h"
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#include "pipe/p_state.h"
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#include "pipe/p_shader_tokens.h"
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#include "tgsi/tgsi_dump.h"
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#include "cso_cache/cso_cache.h"
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#include "st_context.h"
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#include "st_debug.h"
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#include "st_program.h"
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#ifdef DEBUG
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int ST_DEBUG = 0;
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static const struct debug_named_value st_debug_flags[] = {
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{ "mesa", DEBUG_MESA },
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{ "tgsi", DEBUG_TGSI },
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{ "pipe", DEBUG_PIPE },
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{ "tex", DEBUG_TEX },
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{ "fallback", DEBUG_FALLBACK },
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{ "screen", DEBUG_SCREEN },
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{ "query", DEBUG_QUERY },
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{NULL, 0}
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};
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#endif
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void
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st_debug_init(void)
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{
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#ifdef DEBUG
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ST_DEBUG = debug_get_flags_option("ST_DEBUG", st_debug_flags, 0 );
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#endif
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}
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/**
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* Print current state. May be called from inside gdb to see currently
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* bound vertex/fragment shaders and associated constants.
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*/
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void
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st_print_current(void)
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{
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GET_CURRENT_CONTEXT(ctx);
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struct st_context *st = ctx->st;
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#if 0
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int i;
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printf("Vertex Transform Inputs:\n");
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for (i = 0; i < st->vp->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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#endif
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if (st->vp->varients)
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tgsi_dump( st->vp->varients[0].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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tgsi_dump( st->fp->state.tokens, 0 );
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if (st->fp->Base.Base.Parameters)
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_mesa_print_parameter_list(st->fp->Base.Base.Parameters);
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}
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