340 lines
11 KiB
C
340 lines
11 KiB
C
/**************************************************************************
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*
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* Copyright 2003 VMware, Inc.
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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 VMWARE 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/mtypes.h"
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#include "main/framebuffer.h"
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#include "main/state.h"
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#include "main/texobj.h"
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#include "main/texstate.h"
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#include "program/program.h"
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#include "pipe/p_context.h"
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#include "pipe/p_shader_tokens.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 "util/u_debug.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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#include "st_texture.h"
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#include "st_util.h"
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static unsigned
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get_texture_index(struct gl_context *ctx, const unsigned unit)
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{
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struct gl_texture_object *texObj = _mesa_get_tex_unit(ctx, unit)->_Current;
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gl_texture_index index;
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if (texObj) {
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index = _mesa_tex_target_to_index(ctx, texObj->Target);
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} else {
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/* fallback for missing texture */
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index = TEXTURE_2D_INDEX;
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}
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return index;
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}
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static void
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update_gl_clamp(struct st_context *st, struct gl_program *prog, uint32_t *gl_clamp)
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{
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if (!st->emulate_gl_clamp)
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return;
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gl_clamp[0] = gl_clamp[1] = gl_clamp[2] = 0;
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GLbitfield samplers_used = prog->SamplersUsed;
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unsigned unit;
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/* same as st_atom_sampler.c */
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for (unit = 0; samplers_used; unit++, samplers_used >>= 1) {
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unsigned tex_unit = prog->SamplerUnits[unit];
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if (samplers_used & 1 &&
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(st->ctx->Texture.Unit[tex_unit]._Current->Target != GL_TEXTURE_BUFFER ||
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st->texture_buffer_sampler)) {
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const struct gl_texture_object *texobj;
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struct gl_context *ctx = st->ctx;
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const struct gl_sampler_object *msamp;
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texobj = ctx->Texture.Unit[tex_unit]._Current;
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assert(texobj);
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msamp = _mesa_get_samplerobj(ctx, tex_unit);
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if (is_wrap_gl_clamp(msamp->Attrib.WrapS))
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gl_clamp[0] |= BITFIELD64_BIT(unit);
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if (is_wrap_gl_clamp(msamp->Attrib.WrapT))
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gl_clamp[1] |= BITFIELD64_BIT(unit);
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if (is_wrap_gl_clamp(msamp->Attrib.WrapR))
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gl_clamp[2] |= BITFIELD64_BIT(unit);
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}
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}
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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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void
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st_update_fp( struct st_context *st )
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{
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struct gl_program *fp;
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assert(st->ctx->FragmentProgram._Current);
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fp = st->ctx->FragmentProgram._Current;
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assert(fp->Target == GL_FRAGMENT_PROGRAM_ARB);
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void *shader;
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if (st->shader_has_one_variant[MESA_SHADER_FRAGMENT] &&
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!fp->ati_fs && /* ATI_fragment_shader always has multiple variants */
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!fp->ExternalSamplersUsed /* external samplers need variants */) {
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shader = fp->variants->driver_shader;
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} else {
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struct st_fp_variant_key key;
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/* use memset, not an initializer to be sure all memory is zeroed */
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memset(&key, 0, sizeof(key));
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key.st = st->has_shareable_shaders ? NULL : st;
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key.lower_flatshade = st->lower_flatshade &&
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st->ctx->Light.ShadeModel == GL_FLAT;
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/* _NEW_COLOR */
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key.lower_alpha_func = COMPARE_FUNC_ALWAYS;
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if (st->lower_alpha_test && _mesa_is_alpha_test_enabled(st->ctx))
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key.lower_alpha_func = st->ctx->Color.AlphaFunc;
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/* _NEW_LIGHT_STATE | _NEW_PROGRAM */
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key.lower_two_sided_color = st->lower_two_sided_color &&
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_mesa_vertex_program_two_side_enabled(st->ctx);
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/* _NEW_POINT | _NEW_PROGRAM */
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if (st->lower_texcoord_replace && st->ctx->Point.PointSprite &&
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st->ctx->Point.CoordReplace)
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key.lower_texcoord_replace = st->ctx->Point.CoordReplace;
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/* gl_driver_flags::NewFragClamp */
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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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/* _NEW_MULTISAMPLE | _NEW_BUFFERS */
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key.persample_shading =
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st->force_persample_in_shader &&
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_mesa_is_multisample_enabled(st->ctx) &&
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st->ctx->Multisample.SampleShading &&
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st->ctx->Multisample.MinSampleShadingValue *
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_mesa_geometric_samples(st->ctx->DrawBuffer) > 1;
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if (fp->ati_fs) {
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key.fog = st->ctx->Fog._PackedEnabledMode;
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for (unsigned u = 0; u < MAX_NUM_FRAGMENT_REGISTERS_ATI; u++) {
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key.texture_index[u] = get_texture_index(st->ctx, u);
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}
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}
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key.external = st_get_external_sampler_key(st, fp);
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update_gl_clamp(st, st->ctx->FragmentProgram._Current, key.gl_clamp);
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simple_mtx_lock(&st->ctx->Shared->Mutex);
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shader = st_get_fp_variant(st, fp, &key)->base.driver_shader;
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simple_mtx_unlock(&st->ctx->Shared->Mutex);
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}
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_mesa_reference_program(st->ctx, &st->fp, fp);
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cso_set_fragment_shader_handle(st->cso_context, shader);
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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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void
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st_update_vp( struct st_context *st )
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{
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struct gl_program *vp;
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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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vp = st->ctx->VertexProgram._Current;
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assert(vp->Target == GL_VERTEX_PROGRAM_ARB);
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if (st->shader_has_one_variant[MESA_SHADER_VERTEX] &&
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!st->vertdata_edgeflags) {
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st->vp_variant = st_common_variant(vp->variants);
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} else {
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struct st_common_variant_key key;
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memset(&key, 0, sizeof(key));
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key.st = st->has_shareable_shaders ? NULL : st;
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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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*/
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key.passthrough_edgeflags = st->vertdata_edgeflags;
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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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(vp->info.outputs_written &
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(VARYING_SLOT_COL0 |
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VARYING_SLOT_COL1 |
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VARYING_SLOT_BFC0 |
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VARYING_SLOT_BFC1));
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if (!st->ctx->GeometryProgram._Current &&
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!st->ctx->TessEvalProgram._Current) {
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/* _NEW_POINT */
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if (st->lower_point_size)
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key.export_point_size = !st->ctx->VertexProgram.PointSizeEnabled && !st->ctx->PointSizeIsSet;
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/* _NEW_TRANSFORM */
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if (st->lower_ucp && st_user_clip_planes_enabled(st->ctx))
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key.lower_ucp = st->ctx->Transform.ClipPlanesEnabled;
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}
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update_gl_clamp(st, st->ctx->VertexProgram._Current, key.gl_clamp);
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simple_mtx_lock(&st->ctx->Shared->Mutex);
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st->vp_variant = st_get_common_variant(st, vp, &key);
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simple_mtx_unlock(&st->ctx->Shared->Mutex);
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}
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_mesa_reference_program(st->ctx, &st->vp, vp);
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cso_set_vertex_shader_handle(st->cso_context,
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st->vp_variant->base.driver_shader);
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}
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static void *
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st_update_common_program(struct st_context *st, struct gl_program *prog,
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unsigned pipe_shader, struct gl_program **dst)
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{
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if (!prog) {
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_mesa_reference_program(st->ctx, dst, NULL);
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return NULL;
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}
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_mesa_reference_program(st->ctx, dst, prog);
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if (st->shader_has_one_variant[prog->info.stage])
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return prog->variants->driver_shader;
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struct st_common_variant_key key;
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/* use memset, not an initializer to be sure all memory is zeroed */
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memset(&key, 0, sizeof(key));
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key.st = st->has_shareable_shaders ? NULL : st;
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if (pipe_shader == PIPE_SHADER_GEOMETRY ||
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pipe_shader == PIPE_SHADER_TESS_EVAL) {
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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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(prog->info.outputs_written &
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(VARYING_SLOT_COL0 |
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VARYING_SLOT_COL1 |
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VARYING_SLOT_BFC0 |
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VARYING_SLOT_BFC1));
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if (st->lower_ucp && st_user_clip_planes_enabled(st->ctx) &&
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(pipe_shader == PIPE_SHADER_GEOMETRY ||
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!st->ctx->GeometryProgram._Current))
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key.lower_ucp = st->ctx->Transform.ClipPlanesEnabled;
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if (st->lower_point_size)
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key.export_point_size = !st->ctx->VertexProgram.PointSizeEnabled && !st->ctx->PointSizeIsSet;
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}
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update_gl_clamp(st, prog, key.gl_clamp);
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simple_mtx_lock(&st->ctx->Shared->Mutex);
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void *result = st_get_common_variant(st, prog, &key)->base.driver_shader;
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simple_mtx_unlock(&st->ctx->Shared->Mutex);
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return result;
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}
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void
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st_update_gp(struct st_context *st)
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{
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void *shader = st_update_common_program(st,
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st->ctx->GeometryProgram._Current,
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PIPE_SHADER_GEOMETRY, &st->gp);
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cso_set_geometry_shader_handle(st->cso_context, shader);
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}
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void
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st_update_tcp(struct st_context *st)
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{
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void *shader = st_update_common_program(st,
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st->ctx->TessCtrlProgram._Current,
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PIPE_SHADER_TESS_CTRL, &st->tcp);
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cso_set_tessctrl_shader_handle(st->cso_context, shader);
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}
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void
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st_update_tep(struct st_context *st)
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{
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void *shader = st_update_common_program(st,
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st->ctx->TessEvalProgram._Current,
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PIPE_SHADER_TESS_EVAL, &st->tep);
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cso_set_tesseval_shader_handle(st->cso_context, shader);
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}
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void
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st_update_cp(struct st_context *st)
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{
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void *shader = st_update_common_program(st,
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st->ctx->ComputeProgram._Current,
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PIPE_SHADER_COMPUTE, &st->cp);
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cso_set_compute_shader_handle(st->cso_context, shader);
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}
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