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