/************************************************************************** * * 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" /** * 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, TGSI_SEMANTIC_COLOR, TGSI_INTERPOLATE_PERSPECTIVE, TRUE); } 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; struct st_fp_variant_key key; assert(st->ctx->FragmentProgram._Current); stfp = st_fragment_program(st->ctx->FragmentProgram._Current); assert(stfp->Base.Base.Target == GL_FRAGMENT_PROGRAM_ARB); memset(&key, 0, sizeof(key)); key.st = st; /* _NEW_FRAG_CLAMP */ key.clamp_color = st->clamp_frag_color_in_shader && st->ctx->Color._ClampFragmentColor; st->fp_variant = st_get_fp_variant(st, stfp, &key); 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, st->fp_variant->driver_shader); } } const struct st_tracked_state st_update_fp = { "st_update_fp", /* name */ { /* dirty */ _NEW_BUFFERS, /* 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; struct st_vp_variant_key key; /* 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); memset(&key, 0, sizeof key); key.st = st; /* variants are per-context */ /* 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)); key.clamp_color = st->clamp_vert_color_in_shader && st->ctx->Light._ClampVertexColor; st->vp_variant = st_get_vp_variant(st, stvp, &key); st_reference_vertprog(st, &st->vp, stvp); cso_set_vertex_shader_handle(st->cso_context, st->vp_variant->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; struct st_gp_variant_key key; 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); memset(&key, 0, sizeof(key)); key.st = st; st->gp_variant = st_get_gp_variant(st, stgp, &key); st_reference_geomprog(st, &st->gp, stgp); cso_set_geometry_shader_handle(st->cso_context, st->gp_variant->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 */ };