
We now get all the tcs metadata from shader_info. Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
328 lines
9.8 KiB
C
328 lines
9.8 KiB
C
/**************************************************************************
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*
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* Copyright 2003 VMware, Inc.
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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 VMWARE 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/framebuffer.h"
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#include "main/texobj.h"
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#include "main/texstate.h"
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#include "program/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 "util/u_debug.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_texture.h"
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/** Compress the fog function enums into a 2-bit value */
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static GLuint
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translate_fog_mode(GLenum mode)
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{
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switch (mode) {
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case GL_LINEAR: return 1;
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case GL_EXP: return 2;
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case GL_EXP2: return 3;
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default:
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return 0;
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}
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}
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static unsigned
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get_texture_target(struct gl_context *ctx, const unsigned unit)
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{
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struct gl_texture_object *texObj = _mesa_get_tex_unit(ctx, unit)->_Current;
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gl_texture_index index;
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if (texObj) {
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index = _mesa_tex_target_to_index(ctx, texObj->Target);
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} else {
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/* fallback for missing texture */
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index = TEXTURE_2D_INDEX;
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}
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/* Map mesa texture target to TGSI texture target.
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* Copied from st_mesa_to_tgsi.c, the shadow part is omitted */
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switch(index) {
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case TEXTURE_2D_MULTISAMPLE_INDEX: return TGSI_TEXTURE_2D_MSAA;
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case TEXTURE_2D_MULTISAMPLE_ARRAY_INDEX: return TGSI_TEXTURE_2D_ARRAY_MSAA;
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case TEXTURE_BUFFER_INDEX: return TGSI_TEXTURE_BUFFER;
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case TEXTURE_1D_INDEX: return TGSI_TEXTURE_1D;
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case TEXTURE_2D_INDEX: return TGSI_TEXTURE_2D;
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case TEXTURE_3D_INDEX: return TGSI_TEXTURE_3D;
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case TEXTURE_CUBE_INDEX: return TGSI_TEXTURE_CUBE;
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case TEXTURE_CUBE_ARRAY_INDEX: return TGSI_TEXTURE_CUBE_ARRAY;
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case TEXTURE_RECT_INDEX: return TGSI_TEXTURE_RECT;
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case TEXTURE_1D_ARRAY_INDEX: return TGSI_TEXTURE_1D_ARRAY;
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case TEXTURE_2D_ARRAY_INDEX: return TGSI_TEXTURE_2D_ARRAY;
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case TEXTURE_EXTERNAL_INDEX: return TGSI_TEXTURE_2D;
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default:
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debug_assert(0);
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return TGSI_TEXTURE_1D;
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}
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}
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/**
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* Update fragment program state/atom. This involves translating the
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* Mesa fragment program into a gallium fragment program and binding it.
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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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struct st_fp_variant_key key;
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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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memset(&key, 0, sizeof(key));
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key.st = st->has_shareable_shaders ? NULL : st;
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/* _NEW_FRAG_CLAMP */
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key.clamp_color = st->clamp_frag_color_in_shader &&
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st->ctx->Color._ClampFragmentColor;
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/* _NEW_MULTISAMPLE | _NEW_BUFFERS */
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key.persample_shading =
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st->force_persample_in_shader &&
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_mesa_is_multisample_enabled(st->ctx) &&
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st->ctx->Multisample.SampleShading &&
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st->ctx->Multisample.MinSampleShadingValue *
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_mesa_geometric_samples(st->ctx->DrawBuffer) > 1;
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if (stfp->ati_fs) {
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unsigned u;
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if (st->ctx->Fog.Enabled) {
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key.fog = translate_fog_mode(st->ctx->Fog.Mode);
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}
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for (u = 0; u < MAX_NUM_FRAGMENT_REGISTERS_ATI; u++) {
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key.texture_targets[u] = get_texture_target(st->ctx, u);
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}
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}
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key.external = st_get_external_sampler_key(st, &stfp->Base.Base);
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st->fp_variant = st_get_fp_variant(st, stfp, &key);
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st_reference_fragprog(st, &st->fp, stfp);
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cso_set_fragment_shader_handle(st->cso_context,
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st->fp_variant->driver_shader);
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}
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const struct st_tracked_state st_update_fp = {
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update_fp /* update */
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};
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/**
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* Update vertex program state/atom. This involves translating the
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* Mesa vertex program into a gallium fragment program and binding it.
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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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struct st_vp_variant_key key;
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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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memset(&key, 0, sizeof key);
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key.st = st->has_shareable_shaders ? NULL : st;
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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->vertdata_edgeflags;
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key.clamp_color = st->clamp_vert_color_in_shader &&
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st->ctx->Light._ClampVertexColor &&
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(stvp->Base.Base.OutputsWritten &
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(VARYING_SLOT_COL0 |
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VARYING_SLOT_COL1 |
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VARYING_SLOT_BFC0 |
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VARYING_SLOT_BFC1));
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st->vp_variant = st_get_vp_variant(st, stvp, &key);
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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_variant->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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update_vp /* update */
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};
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static void
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update_gp( struct st_context *st )
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{
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struct st_geometry_program *stgp;
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if (!st->ctx->GeometryProgram._Current) {
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cso_set_geometry_shader_handle(st->cso_context, NULL);
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st_reference_geomprog(st, &st->gp, NULL);
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return;
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}
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stgp = st_geometry_program(st->ctx->GeometryProgram._Current);
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assert(stgp->Base.Base.Target == GL_GEOMETRY_PROGRAM_NV);
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st->gp_variant = st_get_basic_variant(st, PIPE_SHADER_GEOMETRY,
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&stgp->tgsi, &stgp->variants);
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st_reference_geomprog(st, &st->gp, stgp);
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cso_set_geometry_shader_handle(st->cso_context,
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st->gp_variant->driver_shader);
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}
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const struct st_tracked_state st_update_gp = {
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update_gp /* update */
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};
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static void
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update_tcp( struct st_context *st )
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{
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struct st_tessctrl_program *sttcp;
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if (!st->ctx->TessCtrlProgram._Current) {
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cso_set_tessctrl_shader_handle(st->cso_context, NULL);
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st_reference_tesscprog(st, &st->tcp, NULL);
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return;
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}
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sttcp = st_tessctrl_program(st->ctx->TessCtrlProgram._Current);
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assert(sttcp->Base.Target == GL_TESS_CONTROL_PROGRAM_NV);
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st->tcp_variant = st_get_basic_variant(st, PIPE_SHADER_TESS_CTRL,
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&sttcp->tgsi, &sttcp->variants);
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st_reference_tesscprog(st, &st->tcp, sttcp);
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cso_set_tessctrl_shader_handle(st->cso_context,
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st->tcp_variant->driver_shader);
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}
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const struct st_tracked_state st_update_tcp = {
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update_tcp /* update */
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};
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static void
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update_tep( struct st_context *st )
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{
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struct st_tesseval_program *sttep;
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if (!st->ctx->TessEvalProgram._Current) {
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cso_set_tesseval_shader_handle(st->cso_context, NULL);
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st_reference_tesseprog(st, &st->tep, NULL);
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return;
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}
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sttep = st_tesseval_program(st->ctx->TessEvalProgram._Current);
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assert(sttep->Base.Base.Target == GL_TESS_EVALUATION_PROGRAM_NV);
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st->tep_variant = st_get_basic_variant(st, PIPE_SHADER_TESS_EVAL,
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&sttep->tgsi, &sttep->variants);
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st_reference_tesseprog(st, &st->tep, sttep);
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cso_set_tesseval_shader_handle(st->cso_context,
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st->tep_variant->driver_shader);
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}
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const struct st_tracked_state st_update_tep = {
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update_tep /* update */
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};
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static void
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update_cp( struct st_context *st )
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{
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struct st_compute_program *stcp;
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if (!st->ctx->ComputeProgram._Current) {
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cso_set_compute_shader_handle(st->cso_context, NULL);
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st_reference_compprog(st, &st->cp, NULL);
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return;
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}
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stcp = st_compute_program(st->ctx->ComputeProgram._Current);
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assert(stcp->Base.Base.Target == GL_COMPUTE_PROGRAM_NV);
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st->cp_variant = st_get_cp_variant(st, &stcp->tgsi, &stcp->variants);
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st_reference_compprog(st, &st->cp, stcp);
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cso_set_compute_shader_handle(st->cso_context,
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st->cp_variant->driver_shader);
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}
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const struct st_tracked_state st_update_cp = {
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update_cp /* update */
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};
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