
They're now totally independent of the actual shaders. Also, implemented in terms of pipe_buffer_handles/objects.
160 lines
4.6 KiB
C
160 lines
4.6 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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/*
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* Authors:
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* Keith Whitwell <keith@tungstengraphics.com>
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* Brian Paul
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*/
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#include "shader/prog_parameter.h"
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#include "tnl/t_vp_build.h"
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#include "pipe/p_context.h"
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#include "pipe/p_defines.h"
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#include "pipe/p_winsys.h"
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#include "pipe/tgsi/mesa/mesa_to_tgsi.h"
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#include "pipe/tgsi/core/tgsi_dump.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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#define TGSI_DEBUG 0
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static void compile_vs( struct st_context *st,
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struct st_vertex_program *vs )
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{
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/* XXX: fix static allocation of tokens:
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*/
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tgsi_mesa_compile_vp_program( &vs->Base, vs->tokens, ST_FP_MAX_TOKENS );
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if (TGSI_DEBUG)
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tgsi_dump( vs->tokens, TGSI_DUMP_VERBOSE );
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}
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static void
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update_vs_constants(struct st_context *st,
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struct gl_program_parameter_list *params)
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{
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const uint paramBytes = params->NumParameters * sizeof(GLfloat) * 4;
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struct pipe_winsys *ws = st->pipe->winsys;
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struct pipe_constant_buffer *cbuf
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= &st->state.constants[PIPE_SHADER_VERTEX];
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if (!cbuf->buffer)
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cbuf->buffer = ws->buffer_create(ws, 1);
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/* load Mesa constants into the constant buffer */
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if (paramBytes)
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ws->buffer_data(ws, cbuf->buffer, paramBytes, params->ParameterValues);
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cbuf->size = paramBytes;
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st->pipe->set_constant_buffer(st->pipe, PIPE_SHADER_VERTEX, 0, cbuf);
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}
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static void update_vs( struct st_context *st )
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{
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struct pipe_shader_state vs;
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struct st_vertex_program *vp = NULL;
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struct gl_program_parameter_list *params = NULL;
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/* find active shader and params */
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if (st->ctx->Shader.CurrentProgram &&
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st->ctx->Shader.CurrentProgram->LinkStatus &&
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st->ctx->Shader.CurrentProgram->VertexProgram) {
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struct gl_vertex_program *f
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= st->ctx->Shader.CurrentProgram->VertexProgram;
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vp = st_vertex_program(f);
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params = f->Base.Parameters;
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}
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else if (st->ctx->VertexProgram._Current) {
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vp = st_vertex_program(st->ctx->VertexProgram._Current);
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params = st->ctx->VertexProgram._Current->Base.Parameters;
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}
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/* update constants */
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if (vp && params) {
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_mesa_load_state_parameters(st->ctx, params);
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update_vs_constants(st, params);
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}
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/* translate shader to TGSI format */
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if (vp->dirty)
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compile_vs( st, vp );
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/* update pipe state */
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memset( &vs, 0, sizeof(vs) );
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vs.outputs_written = vp->Base.Base.OutputsWritten;
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vs.inputs_read = vp->Base.Base.InputsRead;
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vs.tokens = &vp->tokens[0];
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if (memcmp(&vs, &st->state.vs, sizeof(vs)) != 0 ||
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vp->dirty)
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{
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vp->dirty = 0;
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st->state.vs = vs;
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st->pipe->set_vs_state(st->pipe, &vs);
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}
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}
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const struct st_tracked_state st_update_vs = {
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.dirty = {
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.mesa = _NEW_PROGRAM | _NEW_MODELVIEW,
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.st = ST_NEW_VERTEX_PROGRAM,
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},
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.update = update_vs
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};
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/**
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* When TnL state has changed, need to generate new vertex program.
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* This should be done before updating the vertes shader (vs) state.
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*/
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static void update_tnl( struct st_context *st )
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{
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if (st->ctx->VertexProgram._MaintainTnlProgram)
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_tnl_UpdateFixedFunctionProgram( st->ctx );
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}
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const struct st_tracked_state st_update_tnl = {
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.dirty = {
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.mesa = _NEW_PROGRAM | _NEW_LIGHT | _NEW_TEXTURE, /* XXX more? */
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.st = ST_NEW_MESA, /* XXX correct? */
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},
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.update = update_tnl
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};
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