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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 #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