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