| /************************************************************************** |
| * |
| * 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 "program/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" |
| |
| |
| |
| /** |
| * Translate fragment program if needed. |
| */ |
| static void |
| translate_fp(struct st_context *st, |
| struct st_fragment_program *stfp) |
| { |
| if (!stfp->tgsi.tokens) { |
| assert(stfp->Base.Base.NumInstructions > 0); |
| |
| st_translate_fragment_program(st, stfp); |
| } |
| } |
| |
| |
| |
| /** |
| * 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 st_vp_varient * |
| find_translated_vp(struct st_context *st, |
| struct st_vertex_program *stvp ) |
| { |
| struct st_vp_varient *vpv; |
| struct st_vp_varient_key key; |
| |
| /* Nothing in our key yet. This will change: |
| */ |
| memset(&key, 0, sizeof key); |
| |
| /* When this is true, we will add an extra input to the vertex |
| * shader translation (for edgeflags), an extra output with |
| * edgeflag semantics, and extend the vertex shader to pass through |
| * the input to the output. We'll need to use similar logic to set |
| * up the extra vertex_element input for edgeflags. |
| * _NEW_POLYGON, ST_NEW_EDGEFLAGS_DATA |
| */ |
| key.passthrough_edgeflags = (st->vertdata_edgeflags && ( |
| st->ctx->Polygon.FrontMode != GL_FILL || |
| st->ctx->Polygon.BackMode != GL_FILL)); |
| |
| |
| /* Do we need to throw away old translations after a change in the |
| * GL program string? |
| */ |
| if (stvp->serialNo != stvp->lastSerialNo) { |
| /* These may have changed if the program string changed. |
| */ |
| st_prepare_vertex_program( st, stvp ); |
| |
| /* We are now up-to-date: |
| */ |
| stvp->lastSerialNo = stvp->serialNo; |
| } |
| |
| /* See if we've got a translated vertex program whose outputs match |
| * the fragment program's inputs. |
| */ |
| for (vpv = stvp->varients; vpv; vpv = vpv->next) { |
| if (memcmp(&vpv->key, &key, sizeof key) == 0) { |
| break; |
| } |
| } |
| |
| /* No? Perform new translation here. */ |
| if (!vpv) { |
| vpv = st_translate_vertex_program(st, stvp, &key); |
| if (!vpv) |
| return NULL; |
| |
| vpv->next = stvp->varients; |
| stvp->varients = vpv; |
| } |
| |
| return vpv; |
| } |
| |
| |
| /** |
| * Return pointer to a pass-through fragment shader. |
| * This shader is used when a texture is missing/incomplete. |
| */ |
| 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; |
| } |
| |
| |
| /** |
| * Update fragment program state/atom. This involves translating the |
| * Mesa fragment program into a gallium fragment program and binding it. |
| */ |
| static void |
| update_fp( struct st_context *st ) |
| { |
| struct st_fragment_program *stfp; |
| |
| assert(st->ctx->FragmentProgram._Current); |
| stfp = st_fragment_program(st->ctx->FragmentProgram._Current); |
| assert(stfp->Base.Base.Target == GL_FRAGMENT_PROGRAM_ARB); |
| |
| translate_fp(st, stfp); |
| |
| st_reference_fragprog(st, &st->fp, stfp); |
| |
| 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); |
| } |
| } |
| |
| |
| const struct st_tracked_state st_update_fp = { |
| "st_update_fp", /* name */ |
| { /* dirty */ |
| 0, /* mesa */ |
| ST_NEW_FRAGMENT_PROGRAM /* st */ |
| }, |
| update_fp /* update */ |
| }; |
| |
| |
| |
| /** |
| * Update vertex program state/atom. This involves translating the |
| * Mesa vertex program into a gallium fragment program and binding it. |
| */ |
| static void |
| update_vp( struct st_context *st ) |
| { |
| struct st_vertex_program *stvp; |
| |
| /* 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); |
| |
| st->vp_varient = find_translated_vp(st, stvp); |
| |
| st_reference_vertprog(st, &st->vp, stvp); |
| |
| cso_set_vertex_shader_handle(st->cso_context, |
| st->vp_varient->driver_shader); |
| |
| st->vertex_result_to_slot = stvp->result_to_output; |
| } |
| |
| |
| const struct st_tracked_state st_update_vp = { |
| "st_update_vp", /* name */ |
| { /* dirty */ |
| _NEW_POLYGON, /* mesa */ |
| ST_NEW_VERTEX_PROGRAM | ST_NEW_EDGEFLAGS_DATA /* st */ |
| }, |
| update_vp /* update */ |
| }; |