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1 /**************************************************************************
2  *
3  * Copyright 2003 VMware, Inc.
4  * All Rights Reserved.
5  *
6  * Permission is hereby granted, free of charge, to any person obtaining a
7  * copy of this software and associated documentation files (the
8  * "Software"), to deal in the Software without restriction, including
9  * without limitation the rights to use, copy, modify, merge, publish,
10  * distribute, sub license, and/or sell copies of the Software, and to
11  * permit persons to whom the Software is furnished to do so, subject to
12  * the following conditions:
13  *
14  * The above copyright notice and this permission notice (including the
15  * next paragraph) shall be included in all copies or substantial portions
16  * of the Software.
17  *
18  * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
19  * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
20  * MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT.
21  * IN NO EVENT SHALL VMWARE AND/OR ITS SUPPLIERS BE LIABLE FOR
22  * ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
23  * TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
24  * SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
25  *
26  **************************************************************************/
27 
28 /**
29  * State validation for vertex/fragment shaders.
30  * Note that we have to delay most vertex/fragment shader translation
31  * until rendering time since the linkage between the vertex outputs and
32  * fragment inputs can vary depending on the pairing of shaders.
33  *
34  * Authors:
35  *   Brian Paul
36  */
37 
38 
39 #include "main/mtypes.h"
40 #include "main/framebuffer.h"
41 #include "main/state.h"
42 #include "main/texobj.h"
43 #include "main/texstate.h"
44 #include "program/program.h"
45 
46 #include "pipe/p_context.h"
47 #include "pipe/p_shader_tokens.h"
48 #include "util/u_simple_shaders.h"
49 #include "cso_cache/cso_context.h"
50 #include "util/u_debug.h"
51 
52 #include "st_context.h"
53 #include "st_atom.h"
54 #include "st_program.h"
55 #include "st_texture.h"
56 #include "st_util.h"
57 
58 
59 static unsigned
get_texture_index(struct gl_context * ctx,const unsigned unit)60 get_texture_index(struct gl_context *ctx, const unsigned unit)
61 {
62    struct gl_texture_object *texObj = _mesa_get_tex_unit(ctx, unit)->_Current;
63    gl_texture_index index;
64 
65    if (texObj) {
66       index = _mesa_tex_target_to_index(ctx, texObj->Target);
67    } else {
68       /* fallback for missing texture */
69       index = TEXTURE_2D_INDEX;
70    }
71 
72    return index;
73 }
74 
75 static void
update_gl_clamp(struct st_context * st,struct gl_program * prog,uint32_t * gl_clamp)76 update_gl_clamp(struct st_context *st, struct gl_program *prog, uint32_t *gl_clamp)
77 {
78    if (!st->emulate_gl_clamp)
79       return;
80 
81    gl_clamp[0] = gl_clamp[1] = gl_clamp[2] = 0;
82    GLbitfield samplers_used = prog->SamplersUsed;
83    unsigned unit;
84    /* same as st_atom_sampler.c */
85    for (unit = 0; samplers_used; unit++, samplers_used >>= 1) {
86       unsigned tex_unit = prog->SamplerUnits[unit];
87       if (samplers_used & 1 &&
88           (st->ctx->Texture.Unit[tex_unit]._Current->Target != GL_TEXTURE_BUFFER ||
89            st->texture_buffer_sampler)) {
90          const struct gl_texture_object *texobj;
91          struct gl_context *ctx = st->ctx;
92          const struct gl_sampler_object *msamp;
93 
94          texobj = ctx->Texture.Unit[tex_unit]._Current;
95          assert(texobj);
96 
97          msamp = _mesa_get_samplerobj(ctx, tex_unit);
98          if (is_wrap_gl_clamp(msamp->Attrib.WrapS))
99             gl_clamp[0] |= BITFIELD64_BIT(unit);
100          if (is_wrap_gl_clamp(msamp->Attrib.WrapT))
101             gl_clamp[1] |= BITFIELD64_BIT(unit);
102          if (is_wrap_gl_clamp(msamp->Attrib.WrapR))
103             gl_clamp[2] |= BITFIELD64_BIT(unit);
104       }
105    }
106 }
107 
108 /**
109  * Update fragment program state/atom.  This involves translating the
110  * Mesa fragment program into a gallium fragment program and binding it.
111  */
112 void
st_update_fp(struct st_context * st)113 st_update_fp( struct st_context *st )
114 {
115    struct gl_program *fp;
116 
117    assert(st->ctx->FragmentProgram._Current);
118    fp = st->ctx->FragmentProgram._Current;
119    assert(fp->Target == GL_FRAGMENT_PROGRAM_ARB);
120 
121    void *shader;
122 
123    if (st->shader_has_one_variant[MESA_SHADER_FRAGMENT] &&
124        !fp->ati_fs && /* ATI_fragment_shader always has multiple variants */
125        !fp->ExternalSamplersUsed /* external samplers need variants */) {
126       shader = fp->variants->driver_shader;
127    } else {
128       struct st_fp_variant_key key;
129 
130       /* use memset, not an initializer to be sure all memory is zeroed */
131       memset(&key, 0, sizeof(key));
132 
133       key.st = st->has_shareable_shaders ? NULL : st;
134 
135       key.lower_flatshade = st->lower_flatshade &&
136                             st->ctx->Light.ShadeModel == GL_FLAT;
137 
138       /* _NEW_COLOR */
139       key.lower_alpha_func = COMPARE_FUNC_ALWAYS;
140       if (st->lower_alpha_test && _mesa_is_alpha_test_enabled(st->ctx))
141          key.lower_alpha_func = st->ctx->Color.AlphaFunc;
142 
143       /* _NEW_LIGHT_STATE | _NEW_PROGRAM */
144       key.lower_two_sided_color = st->lower_two_sided_color &&
145          _mesa_vertex_program_two_side_enabled(st->ctx);
146 
147       /* _NEW_POINT | _NEW_PROGRAM */
148       if (st->lower_texcoord_replace && st->ctx->Point.PointSprite &&
149           st->ctx->Point.CoordReplace)
150          key.lower_texcoord_replace = st->ctx->Point.CoordReplace;
151 
152       /* gl_driver_flags::NewFragClamp */
153       key.clamp_color = st->clamp_frag_color_in_shader &&
154                         st->ctx->Color._ClampFragmentColor;
155 
156       /* _NEW_MULTISAMPLE | _NEW_BUFFERS */
157       key.persample_shading =
158          st->force_persample_in_shader &&
159          _mesa_is_multisample_enabled(st->ctx) &&
160          st->ctx->Multisample.SampleShading &&
161          st->ctx->Multisample.MinSampleShadingValue *
162          _mesa_geometric_samples(st->ctx->DrawBuffer) > 1;
163 
164       if (fp->ati_fs) {
165          key.fog = st->ctx->Fog._PackedEnabledMode;
166 
167          for (unsigned u = 0; u < MAX_NUM_FRAGMENT_REGISTERS_ATI; u++) {
168             key.texture_index[u] = get_texture_index(st->ctx, u);
169          }
170       }
171 
172       key.external = st_get_external_sampler_key(st, fp);
173       update_gl_clamp(st, st->ctx->FragmentProgram._Current, key.gl_clamp);
174 
175       simple_mtx_lock(&st->ctx->Shared->Mutex);
176       shader = st_get_fp_variant(st, fp, &key)->base.driver_shader;
177       simple_mtx_unlock(&st->ctx->Shared->Mutex);
178    }
179 
180    _mesa_reference_program(st->ctx, &st->fp, fp);
181 
182    cso_set_fragment_shader_handle(st->cso_context, shader);
183 }
184 
185 
186 /**
187  * Update vertex program state/atom.  This involves translating the
188  * Mesa vertex program into a gallium fragment program and binding it.
189  */
190 void
st_update_vp(struct st_context * st)191 st_update_vp( struct st_context *st )
192 {
193    struct gl_program *vp;
194 
195    /* find active shader and params -- Should be covered by
196     * ST_NEW_VERTEX_PROGRAM
197     */
198    assert(st->ctx->VertexProgram._Current);
199    vp = st->ctx->VertexProgram._Current;
200    assert(vp->Target == GL_VERTEX_PROGRAM_ARB);
201 
202    if (st->shader_has_one_variant[MESA_SHADER_VERTEX] &&
203        !st->vertdata_edgeflags) {
204       st->vp_variant = st_common_variant(vp->variants);
205    } else {
206       struct st_common_variant_key key;
207 
208       memset(&key, 0, sizeof(key));
209 
210       key.st = st->has_shareable_shaders ? NULL : st;
211 
212       /* When this is true, we will add an extra input to the vertex
213        * shader translation (for edgeflags), an extra output with
214        * edgeflag semantics, and extend the vertex shader to pass through
215        * the input to the output.  We'll need to use similar logic to set
216        * up the extra vertex_element input for edgeflags.
217        */
218       key.passthrough_edgeflags = st->vertdata_edgeflags;
219 
220       key.clamp_color = st->clamp_vert_color_in_shader &&
221                         st->ctx->Light._ClampVertexColor &&
222                         (vp->info.outputs_written &
223                          (VARYING_SLOT_COL0 |
224                           VARYING_SLOT_COL1 |
225                           VARYING_SLOT_BFC0 |
226                           VARYING_SLOT_BFC1));
227 
228       if (!st->ctx->GeometryProgram._Current &&
229           !st->ctx->TessEvalProgram._Current) {
230          /* _NEW_POINT */
231          if (st->lower_point_size)
232             key.export_point_size = !st->ctx->VertexProgram.PointSizeEnabled && !st->ctx->PointSizeIsSet;
233          /* _NEW_TRANSFORM */
234          if (st->lower_ucp && st_user_clip_planes_enabled(st->ctx))
235             key.lower_ucp = st->ctx->Transform.ClipPlanesEnabled;
236       }
237 
238       update_gl_clamp(st, st->ctx->VertexProgram._Current, key.gl_clamp);
239 
240       simple_mtx_lock(&st->ctx->Shared->Mutex);
241       st->vp_variant = st_get_common_variant(st, vp, &key);
242       simple_mtx_unlock(&st->ctx->Shared->Mutex);
243    }
244 
245    _mesa_reference_program(st->ctx, &st->vp, vp);
246 
247    cso_set_vertex_shader_handle(st->cso_context,
248                                 st->vp_variant->base.driver_shader);
249 }
250 
251 
252 static void *
st_update_common_program(struct st_context * st,struct gl_program * prog,unsigned pipe_shader,struct gl_program ** dst)253 st_update_common_program(struct st_context *st, struct gl_program *prog,
254                          unsigned pipe_shader, struct gl_program **dst)
255 {
256    if (!prog) {
257       _mesa_reference_program(st->ctx, dst, NULL);
258       return NULL;
259    }
260 
261    _mesa_reference_program(st->ctx, dst, prog);
262 
263    if (st->shader_has_one_variant[prog->info.stage])
264       return prog->variants->driver_shader;
265 
266    struct st_common_variant_key key;
267 
268    /* use memset, not an initializer to be sure all memory is zeroed */
269    memset(&key, 0, sizeof(key));
270 
271    key.st = st->has_shareable_shaders ? NULL : st;
272 
273    if (pipe_shader == PIPE_SHADER_GEOMETRY ||
274        pipe_shader == PIPE_SHADER_TESS_EVAL) {
275       key.clamp_color = st->clamp_vert_color_in_shader &&
276                         st->ctx->Light._ClampVertexColor &&
277                         (prog->info.outputs_written &
278                          (VARYING_SLOT_COL0 |
279                           VARYING_SLOT_COL1 |
280                           VARYING_SLOT_BFC0 |
281                           VARYING_SLOT_BFC1));
282 
283       if (st->lower_ucp && st_user_clip_planes_enabled(st->ctx) &&
284           (pipe_shader == PIPE_SHADER_GEOMETRY ||
285              !st->ctx->GeometryProgram._Current))
286          key.lower_ucp = st->ctx->Transform.ClipPlanesEnabled;
287 
288       if (st->lower_point_size)
289          key.export_point_size = !st->ctx->VertexProgram.PointSizeEnabled && !st->ctx->PointSizeIsSet;
290    }
291 
292    update_gl_clamp(st, prog, key.gl_clamp);
293 
294    simple_mtx_lock(&st->ctx->Shared->Mutex);
295    void *result = st_get_common_variant(st, prog, &key)->base.driver_shader;
296    simple_mtx_unlock(&st->ctx->Shared->Mutex);
297 
298    return result;
299 }
300 
301 
302 void
st_update_gp(struct st_context * st)303 st_update_gp(struct st_context *st)
304 {
305    void *shader = st_update_common_program(st,
306                                            st->ctx->GeometryProgram._Current,
307                                            PIPE_SHADER_GEOMETRY, &st->gp);
308    cso_set_geometry_shader_handle(st->cso_context, shader);
309 }
310 
311 
312 void
st_update_tcp(struct st_context * st)313 st_update_tcp(struct st_context *st)
314 {
315    void *shader = st_update_common_program(st,
316                                            st->ctx->TessCtrlProgram._Current,
317                                            PIPE_SHADER_TESS_CTRL, &st->tcp);
318    cso_set_tessctrl_shader_handle(st->cso_context, shader);
319 }
320 
321 
322 void
st_update_tep(struct st_context * st)323 st_update_tep(struct st_context *st)
324 {
325    void *shader = st_update_common_program(st,
326                                            st->ctx->TessEvalProgram._Current,
327                                            PIPE_SHADER_TESS_EVAL, &st->tep);
328    cso_set_tesseval_shader_handle(st->cso_context, shader);
329 }
330 
331 
332 void
st_update_cp(struct st_context * st)333 st_update_cp(struct st_context *st)
334 {
335    void *shader = st_update_common_program(st,
336                                            st->ctx->ComputeProgram._Current,
337                                            PIPE_SHADER_COMPUTE, &st->cp);
338    cso_set_compute_shader_handle(st->cso_context, shader);
339 }
340