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/**************************************************************************
*
* Copyright 2003 Tungsten Graphics, Inc., Cedar Park, Texas.
* All Rights Reserved.
*
* Permission is hereby granted, free of charge, to any person obtaining a
* copy of this software and associated documentation files (the
* "Software"), to deal in the Software without restriction, including
* without limitation the rights to use, copy, modify, merge, publish,
* distribute, sub license, and/or sell copies of the Software, and to
* permit persons to whom the Software is furnished to do so, subject to
* the following conditions:
*
* The above copyright notice and this permission notice (including the
* next paragraph) shall be included in all copies or substantial portions
* of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT.
* IN NO EVENT SHALL TUNGSTEN GRAPHICS AND/OR ITS SUPPLIERS BE LIABLE FOR
* ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
*
**************************************************************************/
/**
* State validation for vertex/fragment shaders.
* Note that we have to delay most vertex/fragment shader translation
* until rendering time since the linkage between the vertex outputs and
* fragment inputs can vary depending on the pairing of shaders.
*
* Authors:
* Brian Paul
*/
#include "main/imports.h"
#include "main/mtypes.h"
#include "main/macros.h"
#include "shader/program.h"
#include "pipe/p_context.h"
#include "pipe/p_shader_tokens.h"
#include "util/u_simple_shaders.h"
#include "cso_cache/cso_context.h"
#include "st_context.h"
#include "st_atom.h"
#include "st_program.h"
#include "st_atom_shader.h"
#include "st_mesa_to_tgsi.h"
/**
* This represents a vertex program, especially translated to match
* the inputs of a particular fragment shader.
*/
struct translated_vertex_program
{
struct st_vertex_program *master;
/** The fragment shader "signature" this vertex shader is meant for: */
GLbitfield frag_inputs;
/** Compared against master vertex program's serialNo: */
GLuint serialNo;
/** Maps VERT_RESULT_x to slot */
GLuint output_to_slot[VERT_RESULT_MAX];
ubyte output_to_semantic_name[VERT_RESULT_MAX];
ubyte output_to_semantic_index[VERT_RESULT_MAX];
/** Pointer to the translated vertex program */
struct st_vertex_program *vp;
struct translated_vertex_program *next; /**< next in linked list */
};
/**
* Given a vertex program output attribute, return the corresponding
* fragment program input attribute.
* \return -1 for vertex outputs that have no corresponding fragment input
*/
static GLint
vp_out_to_fp_in(GLuint vertResult)
{
if (vertResult >= VERT_RESULT_TEX0 &&
vertResult < VERT_RESULT_TEX0 + MAX_TEXTURE_COORD_UNITS)
return FRAG_ATTRIB_TEX0 + (vertResult - VERT_RESULT_TEX0);
if (vertResult >= VERT_RESULT_VAR0 &&
vertResult < VERT_RESULT_VAR0 + MAX_VARYING)
return FRAG_ATTRIB_VAR0 + (vertResult - VERT_RESULT_VAR0);
switch (vertResult) {
case VERT_RESULT_HPOS:
return FRAG_ATTRIB_WPOS;
case VERT_RESULT_COL0:
return FRAG_ATTRIB_COL0;
case VERT_RESULT_COL1:
return FRAG_ATTRIB_COL1;
case VERT_RESULT_FOGC:
return FRAG_ATTRIB_FOGC;
default:
/* Back-face colors, edge flags, etc */
return -1;
}
}
/**
* Find a translated vertex program that corresponds to stvp and
* has outputs matched to stfp's inputs.
* This performs vertex and fragment translation (to TGSI) when needed.
*/
static struct translated_vertex_program *
find_translated_vp(struct st_context *st,
struct st_vertex_program *stvp,
struct st_fragment_program *stfp)
{
static const GLuint UNUSED = ~0;
struct translated_vertex_program *xvp;
const GLbitfield fragInputsRead = stfp->Base.Base.InputsRead;
/*
* Translate fragment program if needed.
*/
if (!stfp->state.tokens) {
GLuint inAttr, numIn = 0;
for (inAttr = 0; inAttr < FRAG_ATTRIB_MAX; inAttr++) {
if (fragInputsRead & (1 << inAttr)) {
stfp->input_to_slot[inAttr] = numIn;
numIn++;
}
else {
stfp->input_to_slot[inAttr] = UNUSED;
}
}
stfp->num_input_slots = numIn;
assert(stfp->Base.Base.NumInstructions > 1);
st_translate_fragment_program(st, stfp, stfp->input_to_slot);
}
/* See if we've got a translated vertex program whose outputs match
* the fragment program's inputs.
* XXX This could be a hash lookup, using InputsRead as the key.
*/
for (xvp = stfp->vertex_programs; xvp; xvp = xvp->next) {
if (xvp->master == stvp && xvp->frag_inputs == fragInputsRead) {
break;
}
}
/* No? Allocate translated vp object now */
if (!xvp) {
xvp = ST_CALLOC_STRUCT(translated_vertex_program);
xvp->frag_inputs = fragInputsRead;
xvp->master = stvp;
xvp->next = stfp->vertex_programs;
stfp->vertex_programs = xvp;
}
/* See if we need to translate vertex program to TGSI form */
if (xvp->serialNo != stvp->serialNo) {
GLuint outAttr;
const GLbitfield outputsWritten = stvp->Base.Base.OutputsWritten;
GLuint numVpOuts = 0;
GLboolean emitPntSize = GL_FALSE, emitBFC0 = GL_FALSE, emitBFC1 = GL_FALSE;
GLbitfield usedGenerics = 0x0;
GLbitfield usedOutputSlots = 0x0;
/* Compute mapping of vertex program outputs to slots, which depends
* on the fragment program's input->slot mapping.
*/
for (outAttr = 0; outAttr < VERT_RESULT_MAX; outAttr++) {
/* set defaults: */
xvp->output_to_slot[outAttr] = UNUSED;
xvp->output_to_semantic_name[outAttr] = TGSI_SEMANTIC_COUNT;
xvp->output_to_semantic_index[outAttr] = 99;
if (outAttr == VERT_RESULT_HPOS) {
/* always put xformed position into slot zero */
GLuint slot = 0;
xvp->output_to_slot[VERT_RESULT_HPOS] = slot;
xvp->output_to_semantic_name[outAttr] = TGSI_SEMANTIC_POSITION;
xvp->output_to_semantic_index[outAttr] = 0;
numVpOuts++;
usedOutputSlots |= (1 << slot);
}
else if (outputsWritten & (1 << outAttr)) {
/* see if the frag prog wants this vert output */
GLint fpInAttrib = vp_out_to_fp_in(outAttr);
if (fpInAttrib >= 0) {
GLuint fpInSlot = stfp->input_to_slot[fpInAttrib];
if (fpInSlot != ~0) {
/* match this vp output to the fp input */
GLuint vpOutSlot = stfp->input_map[fpInSlot];
xvp->output_to_slot[outAttr] = vpOutSlot;
xvp->output_to_semantic_name[outAttr] = stfp->input_semantic_name[fpInSlot];
xvp->output_to_semantic_index[outAttr] = stfp->input_semantic_index[fpInSlot];
numVpOuts++;
usedOutputSlots |= (1 << vpOutSlot);
}
else {
#if 0 /*debug*/
printf("VP output %d not used by FP\n", outAttr);
#endif
}
}
else if (outAttr == VERT_RESULT_PSIZ)
emitPntSize = GL_TRUE;
else if (outAttr == VERT_RESULT_BFC0)
emitBFC0 = GL_TRUE;
else if (outAttr == VERT_RESULT_BFC1)
emitBFC1 = GL_TRUE;
}
#if 0 /*debug*/
printf("assign vp output_to_slot[%d] = %d\n", outAttr,
xvp->output_to_slot[outAttr]);
#endif
}
/* must do these last */
if (emitPntSize) {
GLuint slot = numVpOuts++;
xvp->output_to_slot[VERT_RESULT_PSIZ] = slot;
xvp->output_to_semantic_name[VERT_RESULT_PSIZ] = TGSI_SEMANTIC_PSIZE;
xvp->output_to_semantic_index[VERT_RESULT_PSIZ] = 0;
usedOutputSlots |= (1 << slot);
}
if (emitBFC0) {
GLuint slot = numVpOuts++;
xvp->output_to_slot[VERT_RESULT_BFC0] = slot;
xvp->output_to_semantic_name[VERT_RESULT_BFC0] = TGSI_SEMANTIC_COLOR;
xvp->output_to_semantic_index[VERT_RESULT_BFC0] = 0;
usedOutputSlots |= (1 << slot);
}
if (emitBFC1) {
GLuint slot = numVpOuts++;
xvp->output_to_slot[VERT_RESULT_BFC1] = slot;
xvp->output_to_semantic_name[VERT_RESULT_BFC1] = TGSI_SEMANTIC_COLOR;
xvp->output_to_semantic_index[VERT_RESULT_BFC1] = 1;
usedOutputSlots |= (1 << slot);
}
/* build usedGenerics mask */
usedGenerics = 0x0;
for (outAttr = 0; outAttr < VERT_RESULT_MAX; outAttr++) {
if (xvp->output_to_semantic_name[outAttr] == TGSI_SEMANTIC_GENERIC) {
usedGenerics |= (1 << xvp->output_to_semantic_index[outAttr]);
}
}
/* For each vertex program output that doesn't match up to a fragment
* program input, map the vertex program output to a free slot and
* free generic attribute.
*/
for (outAttr = 0; outAttr < VERT_RESULT_MAX; outAttr++) {
if (outputsWritten & (1 << outAttr)) {
if (xvp->output_to_slot[outAttr] == UNUSED) {
GLint freeGeneric = _mesa_ffs(~usedGenerics) - 1;
GLint freeSlot = _mesa_ffs(~usedOutputSlots) - 1;
usedGenerics |= (1 << freeGeneric);
usedOutputSlots |= (1 << freeSlot);
xvp->output_to_slot[outAttr] = freeSlot;
xvp->output_to_semantic_name[outAttr] = TGSI_SEMANTIC_GENERIC;
xvp->output_to_semantic_index[outAttr] = freeGeneric;
}
}
#if 0 /*debug*/
printf("vp output_to_slot[%d] = %d\n", outAttr,
xvp->output_to_slot[outAttr]);
#endif
}
assert(stvp->Base.Base.NumInstructions > 1);
st_translate_vertex_program(st, stvp, xvp->output_to_slot,
xvp->output_to_semantic_name,
xvp->output_to_semantic_index);
xvp->vp = stvp;
/* translated VP is up to date now */
xvp->serialNo = stvp->serialNo;
}
return xvp;
}
void
st_free_translated_vertex_programs(struct st_context *st,
struct translated_vertex_program *xvp)
{
struct translated_vertex_program *next;
while (xvp) {
next = xvp->next;
_mesa_free(xvp);
xvp = next;
}
}
static void *
get_passthrough_fs(struct st_context *st)
{
if (!st->passthrough_fs) {
st->passthrough_fs =
util_make_fragment_passthrough_shader(st->pipe);
}
return st->passthrough_fs;
}
static void
update_linkage( struct st_context *st )
{
struct st_vertex_program *stvp;
struct st_fragment_program *stfp;
struct translated_vertex_program *xvp;
/* find active shader and params -- Should be covered by
* ST_NEW_VERTEX_PROGRAM
*/
assert(st->ctx->VertexProgram._Current);
stvp = st_vertex_program(st->ctx->VertexProgram._Current);
assert(stvp->Base.Base.Target == GL_VERTEX_PROGRAM_ARB);
assert(st->ctx->FragmentProgram._Current);
stfp = st_fragment_program(st->ctx->FragmentProgram._Current);
assert(stfp->Base.Base.Target == GL_FRAGMENT_PROGRAM_ARB);
xvp = find_translated_vp(st, stvp, stfp);
st_reference_vertprog(st, &st->vp, stvp);
st_reference_fragprog(st, &st->fp, stfp);
cso_set_vertex_shader_handle(st->cso_context, stvp->driver_shader);
if (st->missing_textures) {
/* use a pass-through frag shader that uses no textures */
void *fs = get_passthrough_fs(st);
cso_set_fragment_shader_handle(st->cso_context, fs);
}
else {
cso_set_fragment_shader_handle(st->cso_context, stfp->driver_shader);
}
st->vertex_result_to_slot = xvp->output_to_slot;
}
const struct st_tracked_state st_update_shader = {
"st_update_shader", /* name */
{ /* dirty */
0, /* mesa */
ST_NEW_VERTEX_PROGRAM | ST_NEW_FRAGMENT_PROGRAM /* st */
},
update_linkage /* update */
};