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 #include "main/imports.h"
39 #include "main/mtypes.h"
40 #include "main/framebuffer.h"
41 #include "main/texobj.h"
42 #include "main/texstate.h"
43 #include "program/program.h"
44
45 #include "pipe/p_context.h"
46 #include "pipe/p_shader_tokens.h"
47 #include "util/u_simple_shaders.h"
48 #include "cso_cache/cso_context.h"
49 #include "util/u_debug.h"
50
51 #include "st_context.h"
52 #include "st_atom.h"
53 #include "st_program.h"
54 #include "st_texture.h"
55
56
57 static unsigned
get_texture_target(struct gl_context * ctx,const unsigned unit)58 get_texture_target(struct gl_context *ctx, const unsigned unit)
59 {
60 struct gl_texture_object *texObj = _mesa_get_tex_unit(ctx, unit)->_Current;
61 gl_texture_index index;
62
63 if (texObj) {
64 index = _mesa_tex_target_to_index(ctx, texObj->Target);
65 } else {
66 /* fallback for missing texture */
67 index = TEXTURE_2D_INDEX;
68 }
69
70 /* Map mesa texture target to TGSI texture target.
71 * Copied from st_mesa_to_tgsi.c, the shadow part is omitted */
72 switch(index) {
73 case TEXTURE_2D_MULTISAMPLE_INDEX: return TGSI_TEXTURE_2D_MSAA;
74 case TEXTURE_2D_MULTISAMPLE_ARRAY_INDEX: return TGSI_TEXTURE_2D_ARRAY_MSAA;
75 case TEXTURE_BUFFER_INDEX: return TGSI_TEXTURE_BUFFER;
76 case TEXTURE_1D_INDEX: return TGSI_TEXTURE_1D;
77 case TEXTURE_2D_INDEX: return TGSI_TEXTURE_2D;
78 case TEXTURE_3D_INDEX: return TGSI_TEXTURE_3D;
79 case TEXTURE_CUBE_INDEX: return TGSI_TEXTURE_CUBE;
80 case TEXTURE_CUBE_ARRAY_INDEX: return TGSI_TEXTURE_CUBE_ARRAY;
81 case TEXTURE_RECT_INDEX: return TGSI_TEXTURE_RECT;
82 case TEXTURE_1D_ARRAY_INDEX: return TGSI_TEXTURE_1D_ARRAY;
83 case TEXTURE_2D_ARRAY_INDEX: return TGSI_TEXTURE_2D_ARRAY;
84 case TEXTURE_EXTERNAL_INDEX: return TGSI_TEXTURE_2D;
85 default:
86 debug_assert(0);
87 return TGSI_TEXTURE_1D;
88 }
89 }
90
91
92 /**
93 * Update fragment program state/atom. This involves translating the
94 * Mesa fragment program into a gallium fragment program and binding it.
95 */
96 void
st_update_fp(struct st_context * st)97 st_update_fp( struct st_context *st )
98 {
99 struct st_fragment_program *stfp;
100 struct st_fp_variant_key key;
101
102 assert(st->ctx->FragmentProgram._Current);
103 stfp = st_fragment_program(st->ctx->FragmentProgram._Current);
104 assert(stfp->Base.Target == GL_FRAGMENT_PROGRAM_ARB);
105
106 void *shader;
107
108 if (st->shader_has_one_variant[MESA_SHADER_FRAGMENT] &&
109 !stfp->ati_fs && /* ATI_fragment_shader always has multiple variants */
110 !stfp->Base.ExternalSamplersUsed && /* external samplers need variants */
111 stfp->variants &&
112 !stfp->variants->key.drawpixels &&
113 !stfp->variants->key.bitmap) {
114 shader = stfp->variants->driver_shader;
115 } else {
116 memset(&key, 0, sizeof(key));
117 key.st = st->has_shareable_shaders ? NULL : st;
118
119 /* _NEW_FRAG_CLAMP */
120 key.clamp_color = st->clamp_frag_color_in_shader &&
121 st->ctx->Color._ClampFragmentColor;
122
123 /* _NEW_MULTISAMPLE | _NEW_BUFFERS */
124 key.persample_shading =
125 st->force_persample_in_shader &&
126 _mesa_is_multisample_enabled(st->ctx) &&
127 st->ctx->Multisample.SampleShading &&
128 st->ctx->Multisample.MinSampleShadingValue *
129 _mesa_geometric_samples(st->ctx->DrawBuffer) > 1;
130
131 if (stfp->ati_fs) {
132 key.fog = st->ctx->Fog._PackedEnabledMode;
133
134 for (unsigned u = 0; u < MAX_NUM_FRAGMENT_REGISTERS_ATI; u++) {
135 key.texture_targets[u] = get_texture_target(st->ctx, u);
136 }
137 }
138
139 key.external = st_get_external_sampler_key(st, &stfp->Base);
140
141 shader = st_get_fp_variant(st, stfp, &key)->driver_shader;
142 }
143
144 st_reference_fragprog(st, &st->fp, stfp);
145
146 cso_set_fragment_shader_handle(st->cso_context, shader);
147 }
148
149
150 /**
151 * Update vertex program state/atom. This involves translating the
152 * Mesa vertex program into a gallium fragment program and binding it.
153 */
154 void
st_update_vp(struct st_context * st)155 st_update_vp( struct st_context *st )
156 {
157 struct st_vertex_program *stvp;
158 struct st_vp_variant_key key;
159
160 /* find active shader and params -- Should be covered by
161 * ST_NEW_VERTEX_PROGRAM
162 */
163 assert(st->ctx->VertexProgram._Current);
164 stvp = st_vertex_program(st->ctx->VertexProgram._Current);
165 assert(stvp->Base.Target == GL_VERTEX_PROGRAM_ARB);
166
167 if (st->shader_has_one_variant[MESA_SHADER_VERTEX] &&
168 stvp->variants &&
169 stvp->variants->key.passthrough_edgeflags == st->vertdata_edgeflags) {
170 st->vp_variant = stvp->variants;
171 } else {
172 memset(&key, 0, sizeof key);
173 key.st = st->has_shareable_shaders ? NULL : st;
174
175 /* When this is true, we will add an extra input to the vertex
176 * shader translation (for edgeflags), an extra output with
177 * edgeflag semantics, and extend the vertex shader to pass through
178 * the input to the output. We'll need to use similar logic to set
179 * up the extra vertex_element input for edgeflags.
180 */
181 key.passthrough_edgeflags = st->vertdata_edgeflags;
182
183 key.clamp_color = st->clamp_vert_color_in_shader &&
184 st->ctx->Light._ClampVertexColor &&
185 (stvp->Base.info.outputs_written &
186 (VARYING_SLOT_COL0 |
187 VARYING_SLOT_COL1 |
188 VARYING_SLOT_BFC0 |
189 VARYING_SLOT_BFC1));
190
191 st->vp_variant = st_get_vp_variant(st, stvp, &key);
192 }
193
194 st_reference_vertprog(st, &st->vp, stvp);
195
196 cso_set_vertex_shader_handle(st->cso_context,
197 st->vp_variant->driver_shader);
198 }
199
200
201 static void *
st_update_common_program(struct st_context * st,struct gl_program * prog,unsigned pipe_shader,struct st_common_program ** dst)202 st_update_common_program(struct st_context *st, struct gl_program *prog,
203 unsigned pipe_shader, struct st_common_program **dst)
204 {
205 struct st_common_program *stp;
206
207 if (!prog) {
208 st_reference_prog(st, dst, NULL);
209 return NULL;
210 }
211
212 stp = st_common_program(prog);
213 st_reference_prog(st, dst, stp);
214
215 if (st->shader_has_one_variant[prog->info.stage] && stp->variants)
216 return stp->variants->driver_shader;
217
218 return st_get_basic_variant(st, pipe_shader, stp)->driver_shader;
219 }
220
221
222 void
st_update_gp(struct st_context * st)223 st_update_gp(struct st_context *st)
224 {
225 void *shader = st_update_common_program(st,
226 st->ctx->GeometryProgram._Current,
227 PIPE_SHADER_GEOMETRY, &st->gp);
228 cso_set_geometry_shader_handle(st->cso_context, shader);
229 }
230
231
232 void
st_update_tcp(struct st_context * st)233 st_update_tcp(struct st_context *st)
234 {
235 void *shader = st_update_common_program(st,
236 st->ctx->TessCtrlProgram._Current,
237 PIPE_SHADER_TESS_CTRL, &st->tcp);
238 cso_set_tessctrl_shader_handle(st->cso_context, shader);
239 }
240
241
242 void
st_update_tep(struct st_context * st)243 st_update_tep(struct st_context *st)
244 {
245 void *shader = st_update_common_program(st,
246 st->ctx->TessEvalProgram._Current,
247 PIPE_SHADER_TESS_EVAL, &st->tep);
248 cso_set_tesseval_shader_handle(st->cso_context, shader);
249 }
250
251
252 void
st_update_cp(struct st_context * st)253 st_update_cp( struct st_context *st )
254 {
255 struct st_compute_program *stcp;
256
257 if (!st->ctx->ComputeProgram._Current) {
258 cso_set_compute_shader_handle(st->cso_context, NULL);
259 st_reference_compprog(st, &st->cp, NULL);
260 return;
261 }
262
263 stcp = st_compute_program(st->ctx->ComputeProgram._Current);
264 assert(stcp->Base.Target == GL_COMPUTE_PROGRAM_NV);
265
266 void *shader;
267
268 if (st->shader_has_one_variant[MESA_SHADER_COMPUTE] && stcp->variants) {
269 shader = stcp->variants->driver_shader;
270 } else {
271 shader = st_get_cp_variant(st, &stcp->tgsi,
272 &stcp->variants)->driver_shader;
273 }
274
275 st_reference_compprog(st, &st->cp, stcp);
276
277 cso_set_compute_shader_handle(st->cso_context, shader);
278 }
279