mesa/src/mesa/state_tracker/st_atom_shader.c

340 lines
11 KiB
C

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