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_target(struct gl_context * ctx,const unsigned unit)60 get_texture_target(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 /* Map mesa texture target to TGSI texture target.
73 * Copied from st_mesa_to_tgsi.c, the shadow part is omitted */
74 switch(index) {
75 case TEXTURE_2D_MULTISAMPLE_INDEX: return TGSI_TEXTURE_2D_MSAA;
76 case TEXTURE_2D_MULTISAMPLE_ARRAY_INDEX: return TGSI_TEXTURE_2D_ARRAY_MSAA;
77 case TEXTURE_BUFFER_INDEX: return TGSI_TEXTURE_BUFFER;
78 case TEXTURE_1D_INDEX: return TGSI_TEXTURE_1D;
79 case TEXTURE_2D_INDEX: return TGSI_TEXTURE_2D;
80 case TEXTURE_3D_INDEX: return TGSI_TEXTURE_3D;
81 case TEXTURE_CUBE_INDEX: return TGSI_TEXTURE_CUBE;
82 case TEXTURE_CUBE_ARRAY_INDEX: return TGSI_TEXTURE_CUBE_ARRAY;
83 case TEXTURE_RECT_INDEX: return TGSI_TEXTURE_RECT;
84 case TEXTURE_1D_ARRAY_INDEX: return TGSI_TEXTURE_1D_ARRAY;
85 case TEXTURE_2D_ARRAY_INDEX: return TGSI_TEXTURE_2D_ARRAY;
86 case TEXTURE_EXTERNAL_INDEX: return TGSI_TEXTURE_2D;
87 default:
88 debug_assert(0);
89 return TGSI_TEXTURE_1D;
90 }
91 }
92
93
94 /**
95 * Update fragment program state/atom. This involves translating the
96 * Mesa fragment program into a gallium fragment program and binding it.
97 */
98 void
st_update_fp(struct st_context * st)99 st_update_fp( struct st_context *st )
100 {
101 struct st_program *stfp;
102
103 assert(st->ctx->FragmentProgram._Current);
104 stfp = st_program(st->ctx->FragmentProgram._Current);
105 assert(stfp->Base.Target == GL_FRAGMENT_PROGRAM_ARB);
106
107 void *shader;
108
109 if (st->shader_has_one_variant[MESA_SHADER_FRAGMENT] &&
110 !stfp->ati_fs && /* ATI_fragment_shader always has multiple variants */
111 !stfp->Base.ExternalSamplersUsed && /* external samplers need variants */
112 stfp->variants &&
113 !st_fp_variant(stfp->variants)->key.drawpixels &&
114 !st_fp_variant(stfp->variants)->key.bitmap) {
115 shader = stfp->variants->driver_shader;
116 } else {
117 struct st_fp_variant_key key;
118
119 /* use memset, not an initializer to be sure all memory is zeroed */
120 memset(&key, 0, sizeof(key));
121
122 key.st = st->has_shareable_shaders ? NULL : st;
123
124 key.lower_flatshade = st->lower_flatshade &&
125 st->ctx->Light.ShadeModel == GL_FLAT;
126
127 /* _NEW_COLOR */
128 key.lower_alpha_func = COMPARE_FUNC_ALWAYS;
129 if (st->lower_alpha_test && _mesa_is_alpha_test_enabled(st->ctx))
130 key.lower_alpha_func = st->ctx->Color.AlphaFunc;
131
132 /* _NEW_LIGHT | _NEW_PROGRAM */
133 key.lower_two_sided_color = st->lower_two_sided_color &&
134 _mesa_vertex_program_two_side_enabled(st->ctx);
135
136 /* gl_driver_flags::NewFragClamp */
137 key.clamp_color = st->clamp_frag_color_in_shader &&
138 st->ctx->Color._ClampFragmentColor;
139
140 /* _NEW_MULTISAMPLE | _NEW_BUFFERS */
141 key.persample_shading =
142 st->force_persample_in_shader &&
143 _mesa_is_multisample_enabled(st->ctx) &&
144 st->ctx->Multisample.SampleShading &&
145 st->ctx->Multisample.MinSampleShadingValue *
146 _mesa_geometric_samples(st->ctx->DrawBuffer) > 1;
147
148 key.lower_depth_clamp =
149 st->clamp_frag_depth_in_shader &&
150 (st->ctx->Transform.DepthClampNear ||
151 st->ctx->Transform.DepthClampFar);
152
153 if (stfp->ati_fs) {
154 key.fog = st->ctx->Fog._PackedEnabledMode;
155
156 for (unsigned u = 0; u < MAX_NUM_FRAGMENT_REGISTERS_ATI; u++) {
157 key.texture_targets[u] = get_texture_target(st->ctx, u);
158 }
159 }
160
161 key.external = st_get_external_sampler_key(st, &stfp->Base);
162
163 simple_mtx_lock(&st->ctx->Shared->Mutex);
164 shader = st_get_fp_variant(st, stfp, &key)->base.driver_shader;
165 simple_mtx_unlock(&st->ctx->Shared->Mutex);
166 }
167
168 st_reference_prog(st, &st->fp, stfp);
169
170 cso_set_fragment_shader_handle(st->cso_context, shader);
171 }
172
173
174 /**
175 * Update vertex program state/atom. This involves translating the
176 * Mesa vertex program into a gallium fragment program and binding it.
177 */
178 void
st_update_vp(struct st_context * st)179 st_update_vp( struct st_context *st )
180 {
181 struct st_program *stvp;
182
183 /* find active shader and params -- Should be covered by
184 * ST_NEW_VERTEX_PROGRAM
185 */
186 assert(st->ctx->VertexProgram._Current);
187 stvp = st_program(st->ctx->VertexProgram._Current);
188 assert(stvp->Base.Target == GL_VERTEX_PROGRAM_ARB);
189
190 if (st->shader_has_one_variant[MESA_SHADER_VERTEX] &&
191 stvp->variants &&
192 st_common_variant(stvp->variants)->key.passthrough_edgeflags == st->vertdata_edgeflags &&
193 !st_common_variant(stvp->variants)->key.is_draw_shader) {
194 st->vp_variant = st_common_variant(stvp->variants);
195 } else {
196 struct st_common_variant_key key;
197
198 memset(&key, 0, sizeof(key));
199
200 key.st = st->has_shareable_shaders ? NULL : st;
201
202 /* When this is true, we will add an extra input to the vertex
203 * shader translation (for edgeflags), an extra output with
204 * edgeflag semantics, and extend the vertex shader to pass through
205 * the input to the output. We'll need to use similar logic to set
206 * up the extra vertex_element input for edgeflags.
207 */
208 key.passthrough_edgeflags = st->vertdata_edgeflags;
209
210 key.clamp_color = st->clamp_vert_color_in_shader &&
211 st->ctx->Light._ClampVertexColor &&
212 (stvp->Base.info.outputs_written &
213 (VARYING_SLOT_COL0 |
214 VARYING_SLOT_COL1 |
215 VARYING_SLOT_BFC0 |
216 VARYING_SLOT_BFC1));
217
218 key.lower_depth_clamp =
219 !st->gp && !st->tep &&
220 st->clamp_frag_depth_in_shader &&
221 (st->ctx->Transform.DepthClampNear ||
222 st->ctx->Transform.DepthClampFar);
223
224 if (key.lower_depth_clamp)
225 key.clip_negative_one_to_one =
226 st->ctx->Transform.ClipDepthMode == GL_NEGATIVE_ONE_TO_ONE;
227
228 /* _NEW_POINT */
229 key.lower_point_size = st->lower_point_size &&
230 !st_point_size_per_vertex(st->ctx);
231
232 /* _NEW_TRANSFORM */
233 if (st->lower_ucp && st_user_clip_planes_enabled(st->ctx) &&
234 !st->ctx->GeometryProgram._Current)
235 key.lower_ucp = st->ctx->Transform.ClipPlanesEnabled;
236
237 simple_mtx_lock(&st->ctx->Shared->Mutex);
238 st->vp_variant = st_get_vp_variant(st, stvp, &key);
239 simple_mtx_unlock(&st->ctx->Shared->Mutex);
240 }
241
242 st_reference_prog(st, &st->vp, stvp);
243
244 cso_set_vertex_shader_handle(st->cso_context,
245 st->vp_variant->base.driver_shader);
246 }
247
248
249 static void *
st_update_common_program(struct st_context * st,struct gl_program * prog,unsigned pipe_shader,struct st_program ** dst)250 st_update_common_program(struct st_context *st, struct gl_program *prog,
251 unsigned pipe_shader, struct st_program **dst)
252 {
253 struct st_program *stp;
254
255 if (!prog) {
256 st_reference_prog(st, dst, NULL);
257 return NULL;
258 }
259
260 stp = st_program(prog);
261 st_reference_prog(st, dst, stp);
262
263 if (st->shader_has_one_variant[prog->info.stage] && stp->variants)
264 return stp->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 (stp->Base.info.outputs_written &
278 (VARYING_SLOT_COL0 |
279 VARYING_SLOT_COL1 |
280 VARYING_SLOT_BFC0 |
281 VARYING_SLOT_BFC1));
282
283 key.lower_depth_clamp =
284 (pipe_shader == PIPE_SHADER_GEOMETRY || !st->gp) &&
285 st->clamp_frag_depth_in_shader &&
286 (st->ctx->Transform.DepthClampNear ||
287 st->ctx->Transform.DepthClampFar);
288
289 if (key.lower_depth_clamp)
290 key.clip_negative_one_to_one =
291 st->ctx->Transform.ClipDepthMode == GL_NEGATIVE_ONE_TO_ONE;
292
293 if (st->lower_ucp && st_user_clip_planes_enabled(st->ctx) &&
294 pipe_shader == PIPE_SHADER_GEOMETRY)
295 key.lower_ucp = st->ctx->Transform.ClipPlanesEnabled;
296 }
297
298 simple_mtx_lock(&st->ctx->Shared->Mutex);
299 void *result = st_get_common_variant(st, stp, &key)->driver_shader;
300 simple_mtx_unlock(&st->ctx->Shared->Mutex);
301
302 return result;
303 }
304
305
306 void
st_update_gp(struct st_context * st)307 st_update_gp(struct st_context *st)
308 {
309 void *shader = st_update_common_program(st,
310 st->ctx->GeometryProgram._Current,
311 PIPE_SHADER_GEOMETRY, &st->gp);
312 cso_set_geometry_shader_handle(st->cso_context, shader);
313 }
314
315
316 void
st_update_tcp(struct st_context * st)317 st_update_tcp(struct st_context *st)
318 {
319 void *shader = st_update_common_program(st,
320 st->ctx->TessCtrlProgram._Current,
321 PIPE_SHADER_TESS_CTRL, &st->tcp);
322 cso_set_tessctrl_shader_handle(st->cso_context, shader);
323 }
324
325
326 void
st_update_tep(struct st_context * st)327 st_update_tep(struct st_context *st)
328 {
329 void *shader = st_update_common_program(st,
330 st->ctx->TessEvalProgram._Current,
331 PIPE_SHADER_TESS_EVAL, &st->tep);
332 cso_set_tesseval_shader_handle(st->cso_context, shader);
333 }
334
335
336 void
st_update_cp(struct st_context * st)337 st_update_cp(struct st_context *st)
338 {
339 void *shader = st_update_common_program(st,
340 st->ctx->ComputeProgram._Current,
341 PIPE_SHADER_COMPUTE, &st->cp);
342 cso_set_compute_shader_handle(st->cso_context, shader);
343 }
344