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/teximage.h"
44 #include "main/texstate.h"
45 #include "program/program.h"
46
47 #include "pipe/p_context.h"
48 #include "pipe/p_shader_tokens.h"
49 #include "util/u_simple_shaders.h"
50 #include "cso_cache/cso_context.h"
51 #include "util/u_debug.h"
52
53 #include "st_context.h"
54 #include "st_atom.h"
55 #include "st_program.h"
56 #include "st_texture.h"
57 #include "st_util.h"
58
59
60 static unsigned
get_texture_index(struct gl_context * ctx,const unsigned unit)61 get_texture_index(struct gl_context *ctx, const unsigned unit)
62 {
63 struct gl_texture_object *texObj = _mesa_get_tex_unit(ctx, unit)->_Current;
64 gl_texture_index index;
65
66 if (texObj) {
67 index = _mesa_tex_target_to_index(ctx, texObj->Target);
68 } else {
69 /* fallback for missing texture */
70 index = TEXTURE_2D_INDEX;
71 }
72
73 return index;
74 }
75
76 static void
update_gl_clamp(struct st_context * st,struct gl_program * prog,uint32_t * gl_clamp)77 update_gl_clamp(struct st_context *st, struct gl_program *prog, uint32_t *gl_clamp)
78 {
79 if (!st->emulate_gl_clamp)
80 return;
81
82 if (!st->ctx->Texture.NumSamplersWithClamp)
83 return;
84
85 gl_clamp[0] = gl_clamp[1] = gl_clamp[2] = 0;
86 GLbitfield samplers_used = prog->SamplersUsed;
87 unsigned unit;
88 /* same as st_atom_sampler.c */
89 for (unit = 0; samplers_used; unit++, samplers_used >>= 1) {
90 unsigned tex_unit = prog->SamplerUnits[unit];
91 if (samplers_used & 1 &&
92 (st->ctx->Texture.Unit[tex_unit]._Current->Target != GL_TEXTURE_BUFFER)) {
93 ASSERTED const struct gl_texture_object *texobj;
94 struct gl_context *ctx = st->ctx;
95 const struct gl_sampler_object *msamp;
96
97 texobj = ctx->Texture.Unit[tex_unit]._Current;
98 assert(texobj);
99
100 msamp = _mesa_get_samplerobj(ctx, tex_unit);
101 if (is_wrap_gl_clamp(msamp->Attrib.WrapS))
102 gl_clamp[0] |= BITFIELD64_BIT(unit);
103 if (is_wrap_gl_clamp(msamp->Attrib.WrapT))
104 gl_clamp[1] |= BITFIELD64_BIT(unit);
105 if (is_wrap_gl_clamp(msamp->Attrib.WrapR))
106 gl_clamp[2] |= BITFIELD64_BIT(unit);
107 }
108 }
109 }
110
111 /**
112 * Update fragment program state/atom. This involves translating the
113 * Mesa fragment program into a gallium fragment program and binding it.
114 */
115 void
st_update_fp(struct st_context * st)116 st_update_fp( struct st_context *st )
117 {
118 struct gl_program *fp;
119
120 assert(st->ctx->FragmentProgram._Current);
121 fp = st->ctx->FragmentProgram._Current;
122 assert(fp->Target == GL_FRAGMENT_PROGRAM_ARB);
123
124 void *shader;
125
126 if (st->shader_has_one_variant[MESA_SHADER_FRAGMENT] &&
127 !fp->ati_fs && /* ATI_fragment_shader always has multiple variants */
128 !fp->ExternalSamplersUsed && /* external samplers need variants */
129 !(!fp->shader_program && fp->ShadowSamplers)) {
130 shader = fp->variants->driver_shader;
131 } else {
132 struct st_fp_variant_key key;
133
134 /* use memset, not an initializer to be sure all memory is zeroed */
135 memset(&key, 0, sizeof(key));
136
137 key.st = st->has_shareable_shaders ? NULL : st;
138
139 key.lower_flatshade = st->lower_flatshade &&
140 st->ctx->Light.ShadeModel == GL_FLAT;
141
142 /* _NEW_COLOR */
143 key.lower_alpha_func = COMPARE_FUNC_ALWAYS;
144 if (st->lower_alpha_test && _mesa_is_alpha_test_enabled(st->ctx))
145 key.lower_alpha_func = st->ctx->Color.AlphaFunc;
146
147 /* _NEW_LIGHT_STATE | _NEW_PROGRAM */
148 key.lower_two_sided_color = st->lower_two_sided_color &&
149 _mesa_vertex_program_two_side_enabled(st->ctx);
150
151 /* gl_driver_flags::NewFragClamp */
152 key.clamp_color = st->clamp_frag_color_in_shader &&
153 st->ctx->Color._ClampFragmentColor;
154
155 /* _NEW_MULTISAMPLE | _NEW_BUFFERS */
156 key.persample_shading =
157 st->force_persample_in_shader &&
158 _mesa_is_multisample_enabled(st->ctx) &&
159 st->ctx->Multisample.SampleShading &&
160 st->ctx->Multisample.MinSampleShadingValue *
161 _mesa_geometric_samples(st->ctx->DrawBuffer) > 1;
162
163 if (fp->ati_fs) {
164 key.fog = st->ctx->Fog._PackedEnabledMode;
165
166 for (unsigned u = 0; u < MAX_NUM_FRAGMENT_REGISTERS_ATI; u++) {
167 key.texture_index[u] = get_texture_index(st->ctx, u);
168 }
169 }
170
171 if (!fp->shader_program && fp->ShadowSamplers) {
172 u_foreach_bit(i, fp->ShadowSamplers) {
173 struct gl_texture_object *tex_obj =
174 _mesa_get_tex_unit(st->ctx, fp->SamplerUnits[i])->_Current;
175 GLenum16 baseFormat = _mesa_base_tex_image(tex_obj)->_BaseFormat;
176
177 if (baseFormat == GL_DEPTH_COMPONENT ||
178 baseFormat == GL_DEPTH_STENCIL)
179 key.depth_textures |= BITFIELD_BIT(i);
180 }
181 }
182
183 key.external = st_get_external_sampler_key(st, fp);
184 update_gl_clamp(st, st->ctx->FragmentProgram._Current, key.gl_clamp);
185
186 simple_mtx_lock(&st->ctx->Shared->Mutex);
187 shader = st_get_fp_variant(st, fp, &key)->base.driver_shader;
188 simple_mtx_unlock(&st->ctx->Shared->Mutex);
189 }
190
191 _mesa_reference_program(st->ctx, &st->fp, fp);
192
193 cso_set_fragment_shader_handle(st->cso_context, shader);
194 }
195
196
197 /**
198 * Update vertex program state/atom. This involves translating the
199 * Mesa vertex program into a gallium fragment program and binding it.
200 */
201 void
st_update_vp(struct st_context * st)202 st_update_vp( struct st_context *st )
203 {
204 struct gl_program *vp;
205
206 /* find active shader and params -- Should be covered by
207 * ST_NEW_VERTEX_PROGRAM
208 */
209 assert(st->ctx->VertexProgram._Current);
210 vp = st->ctx->VertexProgram._Current;
211 assert(vp->Target == GL_VERTEX_PROGRAM_ARB);
212
213 if (st->shader_has_one_variant[MESA_SHADER_VERTEX] &&
214 !st->ctx->Array._PerVertexEdgeFlagsEnabled) {
215 st->vp_variant = st_common_variant(vp->variants);
216 } else {
217 struct st_common_variant_key key;
218
219 memset(&key, 0, sizeof(key));
220
221 key.st = st->has_shareable_shaders ? NULL : st;
222
223 /* When this is true, we will add an extra input to the vertex
224 * shader translation (for edgeflags), an extra output with
225 * edgeflag semantics, and extend the vertex shader to pass through
226 * the input to the output. We'll need to use similar logic to set
227 * up the extra vertex_element input for edgeflags.
228 */
229 key.passthrough_edgeflags = st->ctx->Array._PerVertexEdgeFlagsEnabled;
230
231 key.clamp_color = st->clamp_vert_color_in_shader &&
232 st->ctx->Light._ClampVertexColor &&
233 (vp->info.outputs_written &
234 (VARYING_SLOT_COL0 |
235 VARYING_SLOT_COL1 |
236 VARYING_SLOT_BFC0 |
237 VARYING_SLOT_BFC1));
238
239 if (!st->ctx->GeometryProgram._Current &&
240 !st->ctx->TessEvalProgram._Current) {
241 /* _NEW_POINT */
242 if (st->lower_point_size)
243 key.export_point_size = !st->ctx->VertexProgram.PointSizeEnabled && !st->ctx->PointSizeIsSet;
244 /* _NEW_TRANSFORM */
245 if (st->lower_ucp && st_user_clip_planes_enabled(st->ctx))
246 key.lower_ucp = st->ctx->Transform.ClipPlanesEnabled;
247 }
248
249 update_gl_clamp(st, st->ctx->VertexProgram._Current, key.gl_clamp);
250
251 simple_mtx_lock(&st->ctx->Shared->Mutex);
252 st->vp_variant = st_get_common_variant(st, vp, &key);
253 simple_mtx_unlock(&st->ctx->Shared->Mutex);
254 }
255
256 _mesa_reference_program(st->ctx, &st->vp, vp);
257
258 cso_set_vertex_shader_handle(st->cso_context,
259 st->vp_variant->base.driver_shader);
260 }
261
262
263 static void *
st_update_common_program(struct st_context * st,struct gl_program * prog,unsigned pipe_shader,struct gl_program ** dst)264 st_update_common_program(struct st_context *st, struct gl_program *prog,
265 unsigned pipe_shader, struct gl_program **dst)
266 {
267 if (!prog) {
268 _mesa_reference_program(st->ctx, dst, NULL);
269 return NULL;
270 }
271
272 _mesa_reference_program(st->ctx, dst, prog);
273
274 if (st->shader_has_one_variant[prog->info.stage])
275 return prog->variants->driver_shader;
276
277 struct st_common_variant_key key;
278
279 /* use memset, not an initializer to be sure all memory is zeroed */
280 memset(&key, 0, sizeof(key));
281
282 key.st = st->has_shareable_shaders ? NULL : st;
283
284 if (pipe_shader == PIPE_SHADER_GEOMETRY ||
285 pipe_shader == PIPE_SHADER_TESS_EVAL) {
286 key.clamp_color = st->clamp_vert_color_in_shader &&
287 st->ctx->Light._ClampVertexColor &&
288 (prog->info.outputs_written &
289 (VARYING_SLOT_COL0 |
290 VARYING_SLOT_COL1 |
291 VARYING_SLOT_BFC0 |
292 VARYING_SLOT_BFC1));
293
294 if (st->lower_ucp && st_user_clip_planes_enabled(st->ctx) &&
295 (pipe_shader == PIPE_SHADER_GEOMETRY ||
296 !st->ctx->GeometryProgram._Current))
297 key.lower_ucp = st->ctx->Transform.ClipPlanesEnabled;
298
299 if (st->lower_point_size)
300 key.export_point_size = !st->ctx->VertexProgram.PointSizeEnabled && !st->ctx->PointSizeIsSet;
301 }
302
303 update_gl_clamp(st, prog, key.gl_clamp);
304
305 simple_mtx_lock(&st->ctx->Shared->Mutex);
306 void *result = st_get_common_variant(st, prog, &key)->base.driver_shader;
307 simple_mtx_unlock(&st->ctx->Shared->Mutex);
308
309 return result;
310 }
311
312
313 void
st_update_gp(struct st_context * st)314 st_update_gp(struct st_context *st)
315 {
316 void *shader = st_update_common_program(st,
317 st->ctx->GeometryProgram._Current,
318 PIPE_SHADER_GEOMETRY, &st->gp);
319 cso_set_geometry_shader_handle(st->cso_context, shader);
320 }
321
322
323 void
st_update_tcp(struct st_context * st)324 st_update_tcp(struct st_context *st)
325 {
326 void *shader = st_update_common_program(st,
327 st->ctx->TessCtrlProgram._Current,
328 PIPE_SHADER_TESS_CTRL, &st->tcp);
329 cso_set_tessctrl_shader_handle(st->cso_context, shader);
330 }
331
332
333 void
st_update_tep(struct st_context * st)334 st_update_tep(struct st_context *st)
335 {
336 void *shader = st_update_common_program(st,
337 st->ctx->TessEvalProgram._Current,
338 PIPE_SHADER_TESS_EVAL, &st->tep);
339 cso_set_tesseval_shader_handle(st->cso_context, shader);
340 }
341
342
343 void
st_update_cp(struct st_context * st)344 st_update_cp(struct st_context *st)
345 {
346 void *shader = st_update_common_program(st,
347 st->ctx->ComputeProgram._Current,
348 PIPE_SHADER_COMPUTE, &st->cp);
349 cso_set_compute_shader_handle(st->cso_context, shader);
350 }
351