
This enables a gallium driver not to care about the semantics of ARB_sample_shading vs ARB_gpu_shader5 sample attributes. When ARB_sample_shading-style sample shading is enabled, all of the fp inputs are marked for interpolation at the sample location. Signed-off-by: Ilia Mirkin <imirkin@alum.mit.edu> Reviewed-by: Roland Scheidegger <sroland@vmware.com> Reviewed-by: Marek Olšák <marek.olsak@amd.com>
209 lines
6.2 KiB
C
209 lines
6.2 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 "program/program.h"
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#include "pipe/p_context.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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/**
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* Return pointer to a pass-through fragment shader.
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* This shader is used when a texture is missing/incomplete.
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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, TGSI_SEMANTIC_COLOR,
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TGSI_INTERPOLATE_PERSPECTIVE,
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TRUE);
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}
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return st->passthrough_fs;
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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;
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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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/* Ignore sample qualifier while computing this flag. */
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key.persample_shading =
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_mesa_get_min_invocations_per_fragment(st->ctx, &stfp->Base, true) > 1;
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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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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,
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st->fp_variant->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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_NEW_BUFFERS | _NEW_MULTISAMPLE, /* 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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/**
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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; /* variants are per-context */
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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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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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"st_update_vp", /* name */
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{ /* dirty */
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0, /* 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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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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struct st_gp_variant_key key;
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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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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 == MESA_GEOMETRY_PROGRAM);
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memset(&key, 0, sizeof(key));
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key.st = st;
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st->gp_variant = st_get_gp_variant(st, stgp, &key);
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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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"st_update_gp", /* name */
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{ /* dirty */
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0, /* mesa */
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ST_NEW_GEOMETRY_PROGRAM /* st */
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},
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update_gp /* update */
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};
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