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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 "program/program.h" |
|
#include "pipe/p_context.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" |
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|
|
/** |
* 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); |
} |
} |
|
/* |
* Translate geometry program if needed. |
*/ |
static void |
translate_gp(struct st_context *st, |
struct st_geometry_program *stgp) |
{ |
if (!stgp->tgsi.tokens) { |
assert(stgp->Base.Base.NumInstructions > 1); |
|
st_translate_geometry_program(st, stgp); |
} |
} |
|
/** |
* 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 */ |
}; |
|
static void |
update_gp( struct st_context *st ) |
{ |
|
struct st_geometry_program *stgp; |
|
if (!st->ctx->GeometryProgram._Current) { |
cso_set_geometry_shader_handle(st->cso_context, NULL); |
return; |
} |
|
stgp = st_geometry_program(st->ctx->GeometryProgram._Current); |
assert(stgp->Base.Base.Target == MESA_GEOMETRY_PROGRAM); |
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translate_gp(st, stgp); |
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st_reference_geomprog(st, &st->gp, stgp); |
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cso_set_geometry_shader_handle(st->cso_context, stgp->driver_shader); |
} |
|
const struct st_tracked_state st_update_gp = { |
"st_update_gp", /* name */ |
{ /* dirty */ |
0, /* mesa */ |
ST_NEW_GEOMETRY_PROGRAM /* st */ |
}, |
update_gp /* update */ |
}; |