Files
third_party_mesa3d/src/mesa/state_tracker/st_atom_vs.c
Brian c0bb4ba9e6 Rework of shader constant buffers.
They're now totally independent of the actual shaders.
Also, implemented in terms of pipe_buffer_handles/objects.
2007-08-22 12:26:46 -06:00

160 lines
4.6 KiB
C

/**************************************************************************
*
* Copyright 2007 Tungsten Graphics, Inc., Cedar Park, Texas.
* All Rights Reserved.
*
* Permission is hereby granted, free of charge, to any person obtaining a
* copy of this software and associated documentation files (the
* "Software"), to deal in the Software without restriction, including
* without limitation the rights to use, copy, modify, merge, publish,
* distribute, sub license, and/or sell copies of the Software, and to
* permit persons to whom the Software is furnished to do so, subject to
* the following conditions:
*
* The above copyright notice and this permission notice (including the
* next paragraph) shall be included in all copies or substantial portions
* of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT.
* IN NO EVENT SHALL TUNGSTEN GRAPHICS AND/OR ITS SUPPLIERS BE LIABLE FOR
* ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
*
**************************************************************************/
/*
* Authors:
* Keith Whitwell <keith@tungstengraphics.com>
* Brian Paul
*/
#include "shader/prog_parameter.h"
#include "tnl/t_vp_build.h"
#include "pipe/p_context.h"
#include "pipe/p_defines.h"
#include "pipe/p_winsys.h"
#include "pipe/tgsi/mesa/mesa_to_tgsi.h"
#include "pipe/tgsi/core/tgsi_dump.h"
#include "st_context.h"
#include "st_atom.h"
#include "st_program.h"
#define TGSI_DEBUG 0
static void compile_vs( struct st_context *st,
struct st_vertex_program *vs )
{
/* XXX: fix static allocation of tokens:
*/
tgsi_mesa_compile_vp_program( &vs->Base, vs->tokens, ST_FP_MAX_TOKENS );
if (TGSI_DEBUG)
tgsi_dump( vs->tokens, TGSI_DUMP_VERBOSE );
}
static void
update_vs_constants(struct st_context *st,
struct gl_program_parameter_list *params)
{
const uint paramBytes = params->NumParameters * sizeof(GLfloat) * 4;
struct pipe_winsys *ws = st->pipe->winsys;
struct pipe_constant_buffer *cbuf
= &st->state.constants[PIPE_SHADER_VERTEX];
if (!cbuf->buffer)
cbuf->buffer = ws->buffer_create(ws, 1);
/* load Mesa constants into the constant buffer */
if (paramBytes)
ws->buffer_data(ws, cbuf->buffer, paramBytes, params->ParameterValues);
cbuf->size = paramBytes;
st->pipe->set_constant_buffer(st->pipe, PIPE_SHADER_VERTEX, 0, cbuf);
}
static void update_vs( struct st_context *st )
{
struct pipe_shader_state vs;
struct st_vertex_program *vp = NULL;
struct gl_program_parameter_list *params = NULL;
/* find active shader and params */
if (st->ctx->Shader.CurrentProgram &&
st->ctx->Shader.CurrentProgram->LinkStatus &&
st->ctx->Shader.CurrentProgram->VertexProgram) {
struct gl_vertex_program *f
= st->ctx->Shader.CurrentProgram->VertexProgram;
vp = st_vertex_program(f);
params = f->Base.Parameters;
}
else if (st->ctx->VertexProgram._Current) {
vp = st_vertex_program(st->ctx->VertexProgram._Current);
params = st->ctx->VertexProgram._Current->Base.Parameters;
}
/* update constants */
if (vp && params) {
_mesa_load_state_parameters(st->ctx, params);
update_vs_constants(st, params);
}
/* translate shader to TGSI format */
if (vp->dirty)
compile_vs( st, vp );
/* update pipe state */
memset( &vs, 0, sizeof(vs) );
vs.outputs_written = vp->Base.Base.OutputsWritten;
vs.inputs_read = vp->Base.Base.InputsRead;
vs.tokens = &vp->tokens[0];
if (memcmp(&vs, &st->state.vs, sizeof(vs)) != 0 ||
vp->dirty)
{
vp->dirty = 0;
st->state.vs = vs;
st->pipe->set_vs_state(st->pipe, &vs);
}
}
const struct st_tracked_state st_update_vs = {
.dirty = {
.mesa = _NEW_PROGRAM | _NEW_MODELVIEW,
.st = ST_NEW_VERTEX_PROGRAM,
},
.update = update_vs
};
/**
* When TnL state has changed, need to generate new vertex program.
* This should be done before updating the vertes shader (vs) state.
*/
static void update_tnl( struct st_context *st )
{
if (st->ctx->VertexProgram._MaintainTnlProgram)
_tnl_UpdateFixedFunctionProgram( st->ctx );
}
const struct st_tracked_state st_update_tnl = {
.dirty = {
.mesa = _NEW_PROGRAM | _NEW_LIGHT | _NEW_TEXTURE, /* XXX more? */
.st = ST_NEW_MESA, /* XXX correct? */
},
.update = update_tnl
};