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/**************************************************************************
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 *
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 * Copyright 2003 Tungsten Graphics, Inc., Cedar Park, Texas.
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 * All Rights Reserved.
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 *
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 * Permission is hereby granted, free of charge, to any person obtaining a
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 * copy of this software and associated documentation files (the
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 * "Software"), to deal in the Software without restriction, including
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 * without limitation the rights to use, copy, modify, merge, publish,
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 * distribute, sub license, and/or sell copies of the Software, and to
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 * permit persons to whom the Software is furnished to do so, subject to
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 * the following conditions:
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 *
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 * The above copyright notice and this permission notice (including the
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 * next paragraph) shall be included in all copies or substantial portions
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 * of the Software.
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 *
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 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
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 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
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 * MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT.
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 * IN NO EVENT SHALL TUNGSTEN GRAPHICS AND/OR ITS SUPPLIERS BE LIABLE FOR
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 * ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
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 * TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
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 * SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
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 *
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 **************************************************************************/
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/**
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 * State validation for vertex/fragment shaders.
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 * Note that we have to delay most vertex/fragment shader translation
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 * until rendering time since the linkage between the vertex outputs and
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 * fragment inputs can vary depending on the pairing of shaders.
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 *
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 * Authors:
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 *   Brian Paul
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 */
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#include "main/imports.h"
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#include "main/mtypes.h"
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#include "program/program.h"
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#include "pipe/p_context.h"
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#include "util/u_simple_shaders.h"
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#include "cso_cache/cso_context.h"
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#include "st_context.h"
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#include "st_atom.h"
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#include "st_program.h"
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/**
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 * Return pointer to a pass-through fragment shader.
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 * This shader is used when a texture is missing/incomplete.
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 */
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static void *
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get_passthrough_fs(struct st_context *st)
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{
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   if (!st->passthrough_fs) {
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      st->passthrough_fs =
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         util_make_fragment_passthrough_shader(st->pipe, TGSI_SEMANTIC_COLOR,
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                                               TGSI_INTERPOLATE_PERSPECTIVE,
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                                               TRUE);
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   }
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   return st->passthrough_fs;
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}
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/**
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 * Update fragment program state/atom.  This involves translating the
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 * Mesa fragment program into a gallium fragment program and binding it.
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 */
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static void
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update_fp( struct st_context *st )
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{
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   struct st_fragment_program *stfp;
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   struct st_fp_variant_key key;
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   assert(st->ctx->FragmentProgram._Current);
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   stfp = st_fragment_program(st->ctx->FragmentProgram._Current);
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   assert(stfp->Base.Base.Target == GL_FRAGMENT_PROGRAM_ARB);
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   memset(&key, 0, sizeof(key));
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   key.st = st;
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   /* _NEW_FRAG_CLAMP */
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   key.clamp_color = st->clamp_frag_color_in_shader &&
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                     st->ctx->Color._ClampFragmentColor;
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   st->fp_variant = st_get_fp_variant(st, stfp, &key);
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   st_reference_fragprog(st, &st->fp, stfp);
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   if (st->missing_textures) {
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      /* use a pass-through frag shader that uses no textures */
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      void *fs = get_passthrough_fs(st);
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      cso_set_fragment_shader_handle(st->cso_context, fs);
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   }
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   else {
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      cso_set_fragment_shader_handle(st->cso_context,
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                                     st->fp_variant->driver_shader);
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   }
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}
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const struct st_tracked_state st_update_fp = {
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   "st_update_fp",					/* name */
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   {							/* dirty */
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      _NEW_BUFFERS,					/* mesa */
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      ST_NEW_FRAGMENT_PROGRAM                           /* st */
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   },
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   update_fp  					/* update */
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};
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/**
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 * Update vertex program state/atom.  This involves translating the
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 * Mesa vertex program into a gallium fragment program and binding it.
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 */
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static void
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update_vp( struct st_context *st )
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{
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   struct st_vertex_program *stvp;
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   struct st_vp_variant_key key;
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   /* find active shader and params -- Should be covered by
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    * ST_NEW_VERTEX_PROGRAM
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    */
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   assert(st->ctx->VertexProgram._Current);
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   stvp = st_vertex_program(st->ctx->VertexProgram._Current);
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   assert(stvp->Base.Base.Target == GL_VERTEX_PROGRAM_ARB);
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   memset(&key, 0, sizeof key);
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   key.st = st;  /* variants are per-context */
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   /* When this is true, we will add an extra input to the vertex
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    * shader translation (for edgeflags), an extra output with
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    * edgeflag semantics, and extend the vertex shader to pass through
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    * the input to the output.  We'll need to use similar logic to set
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    * up the extra vertex_element input for edgeflags.
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    * _NEW_POLYGON, ST_NEW_EDGEFLAGS_DATA
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    */
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   key.passthrough_edgeflags = (st->vertdata_edgeflags && (
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                                st->ctx->Polygon.FrontMode != GL_FILL ||
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                                st->ctx->Polygon.BackMode != GL_FILL));
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   key.clamp_color = st->clamp_vert_color_in_shader &&
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                     st->ctx->Light._ClampVertexColor;
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   st->vp_variant = st_get_vp_variant(st, stvp, &key);
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   st_reference_vertprog(st, &st->vp, stvp);
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   cso_set_vertex_shader_handle(st->cso_context,
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                                st->vp_variant->driver_shader);
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   st->vertex_result_to_slot = stvp->result_to_output;
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}
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const struct st_tracked_state st_update_vp = {
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   "st_update_vp",					/* name */
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   {							/* dirty */
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      _NEW_POLYGON,					/* mesa */
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      ST_NEW_VERTEX_PROGRAM | ST_NEW_EDGEFLAGS_DATA	/* st */
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   },
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   update_vp						/* update */
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};
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static void
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update_gp( struct st_context *st )
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{
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   struct st_geometry_program *stgp;
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   struct st_gp_variant_key key;
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   if (!st->ctx->GeometryProgram._Current) {
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      cso_set_geometry_shader_handle(st->cso_context, NULL);
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      return;
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   }
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   stgp = st_geometry_program(st->ctx->GeometryProgram._Current);
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   assert(stgp->Base.Base.Target == MESA_GEOMETRY_PROGRAM);
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   memset(&key, 0, sizeof(key));
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   key.st = st;
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   st->gp_variant = st_get_gp_variant(st, stgp, &key);
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   st_reference_geomprog(st, &st->gp, stgp);
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   cso_set_geometry_shader_handle(st->cso_context,
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                                  st->gp_variant->driver_shader);
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}
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const struct st_tracked_state st_update_gp = {
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   "st_update_gp",			/* name */
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   {					/* dirty */
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      0,				/* mesa */
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      ST_NEW_GEOMETRY_PROGRAM           /* st */
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   },
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   update_gp  				/* update */
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};