st_atom_shader.c revision a35c1ca3ad4361fee30d21ef13d8d37ae91aee66
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
39
40#include "main/imports.h"
41#include "main/mtypes.h"
42
43#include "pipe/p_context.h"
44#include "pipe/p_shader_tokens.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#include "st_atom_shader.h"
52#include "st_mesa_to_tgsi.h"
53
54
55/**
56 * This represents a vertex program, especially translated to match
57 * the inputs of a particular fragment shader.
58 */
59struct translated_vertex_program
60{
61   struct st_vertex_program *master;
62
63   /** The fragment shader "signature" this vertex shader is meant for: */
64   GLbitfield frag_inputs;
65
66   /** Compared against master vertex program's serialNo: */
67   GLuint serialNo;
68
69   /** Maps VERT_RESULT_x to slot */
70   GLuint output_to_slot[VERT_RESULT_MAX];
71
72   /** Pointer to the translated vertex program */
73   struct st_vertex_program *vp;
74
75   struct translated_vertex_program *next;  /**< next in linked list */
76};
77
78
79
80/**
81 * Given a vertex program output attribute, return the corresponding
82 * fragment program input attribute.
83 * \return -1 for vertex outputs that have no corresponding fragment input
84 */
85static GLint
86vp_out_to_fp_in(GLuint vertResult)
87{
88   if (vertResult >= VERT_RESULT_TEX0 &&
89       vertResult < VERT_RESULT_TEX0 + MAX_TEXTURE_COORD_UNITS)
90      return FRAG_ATTRIB_TEX0 + (vertResult - VERT_RESULT_TEX0);
91
92   if (vertResult >= VERT_RESULT_VAR0 &&
93       vertResult < VERT_RESULT_VAR0 + MAX_VARYING)
94      return FRAG_ATTRIB_VAR0 + (vertResult - VERT_RESULT_VAR0);
95
96   switch (vertResult) {
97   case VERT_RESULT_HPOS:
98      return FRAG_ATTRIB_WPOS;
99   case VERT_RESULT_COL0:
100      return FRAG_ATTRIB_COL0;
101   case VERT_RESULT_COL1:
102      return FRAG_ATTRIB_COL1;
103   case VERT_RESULT_FOGC:
104      return FRAG_ATTRIB_FOGC;
105   default:
106      /* Back-face colors, edge flags, etc */
107      return -1;
108   }
109}
110
111
112/**
113 * Find a translated vertex program that corresponds to stvp and
114 * has outputs matched to stfp's inputs.
115 * This performs vertex and fragment translation (to TGSI) when needed.
116 */
117static struct translated_vertex_program *
118find_translated_vp(struct st_context *st,
119                   struct st_vertex_program *stvp,
120                   struct st_fragment_program *stfp)
121{
122   static const GLuint UNUSED = ~0;
123   struct translated_vertex_program *xvp;
124   const GLbitfield fragInputsRead = stfp->Base.Base.InputsRead;
125
126   /*
127    * Translate fragment program if needed.
128    */
129   if (!stfp->state.tokens) {
130      GLuint inAttr, numIn = 0;
131
132      for (inAttr = 0; inAttr < FRAG_ATTRIB_MAX; inAttr++) {
133         if (fragInputsRead & (1 << inAttr)) {
134            stfp->input_to_slot[inAttr] = numIn;
135            numIn++;
136         }
137         else {
138            stfp->input_to_slot[inAttr] = UNUSED;
139         }
140      }
141
142      stfp->num_input_slots = numIn;
143
144      assert(stfp->Base.Base.NumInstructions > 1);
145
146      st_translate_fragment_program(st, stfp, stfp->input_to_slot);
147   }
148
149
150   /* See if we've got a translated vertex program whose outputs match
151    * the fragment program's inputs.
152    * XXX This could be a hash lookup, using InputsRead as the key.
153    */
154   for (xvp = stfp->vertex_programs; xvp; xvp = xvp->next) {
155      if (xvp->master == stvp && xvp->frag_inputs == fragInputsRead) {
156         break;
157      }
158   }
159
160   /* No?  Allocate translated vp object now */
161   if (!xvp) {
162      xvp = CALLOC_STRUCT(translated_vertex_program);
163      xvp->frag_inputs = fragInputsRead;
164      xvp->master = stvp;
165
166      xvp->next = stfp->vertex_programs;
167      stfp->vertex_programs = xvp;
168   }
169
170   /* See if we need to translate vertex program to TGSI form */
171   if (xvp->serialNo != stvp->serialNo) {
172      GLuint outAttr, dummySlot;
173      const GLbitfield outputsWritten = stvp->Base.Base.OutputsWritten;
174      GLuint numVpOuts = 0;
175
176      /* Compute mapping of vertex program outputs to slots, which depends
177       * on the fragment program's input->slot mapping.
178       */
179      for (outAttr = 0; outAttr < VERT_RESULT_MAX; outAttr++) {
180         /* set default: */
181         xvp->output_to_slot[outAttr] = UNUSED;
182
183         if (outAttr == VERT_RESULT_HPOS) {
184            /* always put xformed position into slot zero */
185            xvp->output_to_slot[VERT_RESULT_HPOS] = 0;
186            numVpOuts++;
187         }
188         else if (outputsWritten & (1 << outAttr)) {
189            /* see if the frag prog wants this vert output */
190            GLint fpInAttrib = vp_out_to_fp_in(outAttr);
191            if (fpInAttrib >= 0) {
192               GLuint fpInSlot = stfp->input_to_slot[fpInAttrib];
193               if (fpInSlot != ~0) {
194                  GLuint vpOutSlot = stfp->input_map[fpInSlot];
195                  xvp->output_to_slot[outAttr] = vpOutSlot;
196                  numVpOuts++;
197               }
198            }
199            else if (outAttr == VERT_RESULT_PSIZ ||
200                     outAttr == VERT_RESULT_BFC0 ||
201                     outAttr == VERT_RESULT_BFC1) {
202               /* backface colors go into last slots */
203               xvp->output_to_slot[outAttr] = numVpOuts++;
204            }
205         }
206         /*
207         printf("output_to_slot[%d] = %d\n", outAttr,
208                xvp->output_to_slot[outAttr]);
209         */
210      }
211
212      /* Unneeded vertex program outputs will go to this slot.
213       * We could use this info to do dead code elimination in the
214       * vertex program.
215       */
216      dummySlot = numVpOuts;
217
218      /* Map vert program outputs that aren't used to the dummy slot */
219      for (outAttr = 0; outAttr < VERT_RESULT_MAX; outAttr++) {
220         if (outputsWritten & (1 << outAttr)) {
221            if (xvp->output_to_slot[outAttr] == UNUSED)
222               xvp->output_to_slot[outAttr] = dummySlot;
223         }
224      }
225
226      assert(stvp->Base.Base.NumInstructions > 1);
227
228      st_translate_vertex_program(st, stvp, xvp->output_to_slot);
229
230      xvp->vp = stvp;
231
232      /* translated VP is up to date now */
233      xvp->serialNo = stvp->serialNo;
234   }
235
236   return xvp;
237}
238
239
240void
241st_free_translated_vertex_programs(struct st_context *st,
242                                   struct translated_vertex_program *xvp)
243{
244   struct translated_vertex_program *next;
245
246   while (xvp) {
247      next = xvp->next;
248      free(xvp);
249      xvp = next;
250   }
251}
252
253
254
255static void
256update_linkage( struct st_context *st )
257{
258   struct st_vertex_program *stvp;
259   struct st_fragment_program *stfp;
260   struct translated_vertex_program *xvp;
261
262   /* find active shader and params -- Should be covered by
263    * ST_NEW_VERTEX_PROGRAM
264    */
265   assert(st->ctx->VertexProgram._Current);
266   stvp = st_vertex_program(st->ctx->VertexProgram._Current);
267
268   assert(st->ctx->FragmentProgram._Current);
269   stfp = st_fragment_program(st->ctx->FragmentProgram._Current);
270
271   xvp = find_translated_vp(st, stvp, stfp);
272
273   st->vp = stvp;
274   st->fp = stfp;
275
276   st->pipe->bind_vs_state(st->pipe, stvp->driver_shader);
277   st->pipe->bind_fs_state(st->pipe, stfp->driver_shader);
278
279   st->vertex_result_to_slot = xvp->output_to_slot;
280}
281
282
283const struct st_tracked_state st_update_shader = {
284   .name = "st_update_shader",
285   .dirty = {
286      .mesa  = 0,
287      .st   = ST_NEW_VERTEX_PROGRAM | ST_NEW_FRAGMENT_PROGRAM
288   },
289   .update = update_linkage
290};
291