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1 /**************************************************************************
2  *
3  * Copyright 2003 Tungsten Graphics, Inc., Cedar Park, Texas.
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 TUNGSTEN GRAPHICS 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 "program/program.h"
41 
42 #include "pipe/p_context.h"
43 
44 #include "util/u_simple_shaders.h"
45 
46 #include "cso_cache/cso_context.h"
47 
48 #include "st_context.h"
49 #include "st_atom.h"
50 #include "st_program.h"
51 
52 
53 /**
54  * Return pointer to a pass-through fragment shader.
55  * This shader is used when a texture is missing/incomplete.
56  */
57 static void *
get_passthrough_fs(struct st_context * st)58 get_passthrough_fs(struct st_context *st)
59 {
60    if (!st->passthrough_fs) {
61       st->passthrough_fs =
62          util_make_fragment_passthrough_shader(st->pipe);
63    }
64 
65    return st->passthrough_fs;
66 }
67 
68 
69 /**
70  * Update fragment program state/atom.  This involves translating the
71  * Mesa fragment program into a gallium fragment program and binding it.
72  */
73 static void
update_fp(struct st_context * st)74 update_fp( struct st_context *st )
75 {
76    struct st_fragment_program *stfp;
77    struct st_fp_variant_key key;
78 
79    assert(st->ctx->FragmentProgram._Current);
80    stfp = st_fragment_program(st->ctx->FragmentProgram._Current);
81    assert(stfp->Base.Base.Target == GL_FRAGMENT_PROGRAM_ARB);
82 
83    memset(&key, 0, sizeof(key));
84    key.st = st;
85 
86    /* _NEW_FRAG_CLAMP */
87    key.clamp_color = st->clamp_frag_color_in_shader &&
88                      st->ctx->Color._ClampFragmentColor &&
89                      !st->ctx->DrawBuffer->_IntegerColor;
90 
91    st->fp_variant = st_get_fp_variant(st, stfp, &key);
92 
93    st_reference_fragprog(st, &st->fp, stfp);
94 
95    if (st->missing_textures) {
96       /* use a pass-through frag shader that uses no textures */
97       void *fs = get_passthrough_fs(st);
98       cso_set_fragment_shader_handle(st->cso_context, fs);
99    }
100    else {
101       cso_set_fragment_shader_handle(st->cso_context,
102                                      st->fp_variant->driver_shader);
103    }
104 }
105 
106 
107 const struct st_tracked_state st_update_fp = {
108    "st_update_fp",					/* name */
109    {							/* dirty */
110       _NEW_BUFFERS,					/* mesa */
111       ST_NEW_FRAGMENT_PROGRAM                           /* st */
112    },
113    update_fp  					/* update */
114 };
115 
116 
117 
118 /**
119  * Update vertex program state/atom.  This involves translating the
120  * Mesa vertex program into a gallium fragment program and binding it.
121  */
122 static void
update_vp(struct st_context * st)123 update_vp( struct st_context *st )
124 {
125    struct st_vertex_program *stvp;
126    struct st_vp_variant_key key;
127 
128    /* find active shader and params -- Should be covered by
129     * ST_NEW_VERTEX_PROGRAM
130     */
131    assert(st->ctx->VertexProgram._Current);
132    stvp = st_vertex_program(st->ctx->VertexProgram._Current);
133    assert(stvp->Base.Base.Target == GL_VERTEX_PROGRAM_ARB);
134 
135    memset(&key, 0, sizeof key);
136    key.st = st;  /* variants are per-context */
137 
138    /* When this is true, we will add an extra input to the vertex
139     * shader translation (for edgeflags), an extra output with
140     * edgeflag semantics, and extend the vertex shader to pass through
141     * the input to the output.  We'll need to use similar logic to set
142     * up the extra vertex_element input for edgeflags.
143     * _NEW_POLYGON, ST_NEW_EDGEFLAGS_DATA
144     */
145    key.passthrough_edgeflags = (st->vertdata_edgeflags && (
146                                 st->ctx->Polygon.FrontMode != GL_FILL ||
147                                 st->ctx->Polygon.BackMode != GL_FILL));
148 
149    key.clamp_color = st->clamp_vert_color_in_shader &&
150                      st->ctx->Light._ClampVertexColor;
151 
152    st->vp_variant = st_get_vp_variant(st, stvp, &key);
153 
154    st_reference_vertprog(st, &st->vp, stvp);
155 
156    cso_set_vertex_shader_handle(st->cso_context,
157                                 st->vp_variant->driver_shader);
158 
159    st->vertex_result_to_slot = stvp->result_to_output;
160 }
161 
162 
163 const struct st_tracked_state st_update_vp = {
164    "st_update_vp",					/* name */
165    {							/* dirty */
166       _NEW_POLYGON,					/* mesa */
167       ST_NEW_VERTEX_PROGRAM | ST_NEW_EDGEFLAGS_DATA	/* st */
168    },
169    update_vp						/* update */
170 };
171 
172 
173 
174 static void
update_gp(struct st_context * st)175 update_gp( struct st_context *st )
176 {
177    struct st_geometry_program *stgp;
178    struct st_gp_variant_key key;
179 
180    if (!st->ctx->GeometryProgram._Current) {
181       cso_set_geometry_shader_handle(st->cso_context, NULL);
182       return;
183    }
184 
185    stgp = st_geometry_program(st->ctx->GeometryProgram._Current);
186    assert(stgp->Base.Base.Target == MESA_GEOMETRY_PROGRAM);
187 
188    memset(&key, 0, sizeof(key));
189    key.st = st;
190 
191    st->gp_variant = st_get_gp_variant(st, stgp, &key);
192 
193    st_reference_geomprog(st, &st->gp, stgp);
194 
195    cso_set_geometry_shader_handle(st->cso_context,
196                                   st->gp_variant->driver_shader);
197 }
198 
199 const struct st_tracked_state st_update_gp = {
200    "st_update_gp",			/* name */
201    {					/* dirty */
202       0,				/* mesa */
203       ST_NEW_GEOMETRY_PROGRAM           /* st */
204    },
205    update_gp  				/* update */
206 };
207