Go to most recent revision | Details | Last modification | View Log | RSS feed
Rev | Author | Line No. | Line |
---|---|---|---|
4358 | Serge | 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 * |
||
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, TGSI_SEMANTIC_COLOR, |
||
63 | TGSI_INTERPOLATE_PERSPECTIVE, |
||
64 | TRUE); |
||
65 | } |
||
66 | |||
67 | return st->passthrough_fs; |
||
68 | } |
||
69 | |||
70 | |||
71 | /** |
||
72 | * Update fragment program state/atom. This involves translating the |
||
73 | * Mesa fragment program into a gallium fragment program and binding it. |
||
74 | */ |
||
75 | static void |
||
76 | update_fp( struct st_context *st ) |
||
77 | { |
||
78 | struct st_fragment_program *stfp; |
||
79 | struct st_fp_variant_key key; |
||
80 | |||
81 | assert(st->ctx->FragmentProgram._Current); |
||
82 | stfp = st_fragment_program(st->ctx->FragmentProgram._Current); |
||
83 | assert(stfp->Base.Base.Target == GL_FRAGMENT_PROGRAM_ARB); |
||
84 | |||
85 | memset(&key, 0, sizeof(key)); |
||
86 | key.st = st; |
||
87 | |||
88 | /* _NEW_FRAG_CLAMP */ |
||
89 | key.clamp_color = st->clamp_frag_color_in_shader && |
||
90 | st->ctx->Color._ClampFragmentColor; |
||
91 | |||
92 | st->fp_variant = st_get_fp_variant(st, stfp, &key); |
||
93 | |||
94 | st_reference_fragprog(st, &st->fp, stfp); |
||
95 | |||
96 | if (st->missing_textures) { |
||
97 | /* use a pass-through frag shader that uses no textures */ |
||
98 | void *fs = get_passthrough_fs(st); |
||
99 | cso_set_fragment_shader_handle(st->cso_context, fs); |
||
100 | } |
||
101 | else { |
||
102 | cso_set_fragment_shader_handle(st->cso_context, |
||
103 | st->fp_variant->driver_shader); |
||
104 | } |
||
105 | } |
||
106 | |||
107 | |||
108 | const struct st_tracked_state st_update_fp = { |
||
109 | "st_update_fp", /* name */ |
||
110 | { /* dirty */ |
||
111 | _NEW_BUFFERS, /* mesa */ |
||
112 | ST_NEW_FRAGMENT_PROGRAM /* st */ |
||
113 | }, |
||
114 | update_fp /* update */ |
||
115 | }; |
||
116 | |||
117 | |||
118 | |||
119 | /** |
||
120 | * Update vertex program state/atom. This involves translating the |
||
121 | * Mesa vertex program into a gallium fragment program and binding it. |
||
122 | */ |
||
123 | static void |
||
124 | update_vp( struct st_context *st ) |
||
125 | { |
||
126 | struct st_vertex_program *stvp; |
||
127 | struct st_vp_variant_key key; |
||
128 | |||
129 | /* find active shader and params -- Should be covered by |
||
130 | * ST_NEW_VERTEX_PROGRAM |
||
131 | */ |
||
132 | assert(st->ctx->VertexProgram._Current); |
||
133 | stvp = st_vertex_program(st->ctx->VertexProgram._Current); |
||
134 | assert(stvp->Base.Base.Target == GL_VERTEX_PROGRAM_ARB); |
||
135 | |||
136 | memset(&key, 0, sizeof key); |
||
137 | key.st = st; /* variants are per-context */ |
||
138 | |||
139 | /* When this is true, we will add an extra input to the vertex |
||
140 | * shader translation (for edgeflags), an extra output with |
||
141 | * edgeflag semantics, and extend the vertex shader to pass through |
||
142 | * the input to the output. We'll need to use similar logic to set |
||
143 | * up the extra vertex_element input for edgeflags. |
||
144 | * _NEW_POLYGON, ST_NEW_EDGEFLAGS_DATA |
||
145 | */ |
||
146 | key.passthrough_edgeflags = (st->vertdata_edgeflags && ( |
||
147 | st->ctx->Polygon.FrontMode != GL_FILL || |
||
148 | st->ctx->Polygon.BackMode != GL_FILL)); |
||
149 | |||
150 | key.clamp_color = st->clamp_vert_color_in_shader && |
||
151 | st->ctx->Light._ClampVertexColor; |
||
152 | |||
153 | st->vp_variant = st_get_vp_variant(st, stvp, &key); |
||
154 | |||
155 | st_reference_vertprog(st, &st->vp, stvp); |
||
156 | |||
157 | cso_set_vertex_shader_handle(st->cso_context, |
||
158 | st->vp_variant->driver_shader); |
||
159 | |||
160 | st->vertex_result_to_slot = stvp->result_to_output; |
||
161 | } |
||
162 | |||
163 | |||
164 | const struct st_tracked_state st_update_vp = { |
||
165 | "st_update_vp", /* name */ |
||
166 | { /* dirty */ |
||
167 | _NEW_POLYGON, /* mesa */ |
||
168 | ST_NEW_VERTEX_PROGRAM | ST_NEW_EDGEFLAGS_DATA /* st */ |
||
169 | }, |
||
170 | update_vp /* update */ |
||
171 | }; |
||
172 | |||
173 | |||
174 | |||
175 | static void |
||
176 | update_gp( struct st_context *st ) |
||
177 | { |
||
178 | struct st_geometry_program *stgp; |
||
179 | struct st_gp_variant_key key; |
||
180 | |||
181 | if (!st->ctx->GeometryProgram._Current) { |
||
182 | cso_set_geometry_shader_handle(st->cso_context, NULL); |
||
183 | return; |
||
184 | } |
||
185 | |||
186 | stgp = st_geometry_program(st->ctx->GeometryProgram._Current); |
||
187 | assert(stgp->Base.Base.Target == MESA_GEOMETRY_PROGRAM); |
||
188 | |||
189 | memset(&key, 0, sizeof(key)); |
||
190 | key.st = st; |
||
191 | |||
192 | st->gp_variant = st_get_gp_variant(st, stgp, &key); |
||
193 | |||
194 | st_reference_geomprog(st, &st->gp, stgp); |
||
195 | |||
196 | cso_set_geometry_shader_handle(st->cso_context, |
||
197 | st->gp_variant->driver_shader); |
||
198 | } |
||
199 | |||
200 | const struct st_tracked_state st_update_gp = { |
||
201 | "st_update_gp", /* name */ |
||
202 | { /* dirty */ |
||
203 | 0, /* mesa */ |
||
204 | ST_NEW_GEOMETRY_PROGRAM /* st */ |
||
205 | }, |
||
206 | update_gp /* update */ |
||
207 | }; |