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 */
57static void *
58get_passthrough_fs(struct st_context *st)
59{
60   if (!st->passthrough_fs) {
61      st->passthrough_fs =
62         util_make_fragment_passthrough_shader(st->pipe);
63   }
64
65   return st->passthrough_fs;
66}
67
68
69/**
70 * Update fragment program state/atom.  This involves translating the
71 * Mesa fragment program into a gallium fragment program and binding it.
72 */
73static void
74update_fp( struct st_context *st )
75{
76   struct st_fragment_program *stfp;
77   struct st_fp_variant_key key;
78
79   assert(st->ctx->FragmentProgram._Current);
80   stfp = st_fragment_program(st->ctx->FragmentProgram._Current);
81   assert(stfp->Base.Base.Target == GL_FRAGMENT_PROGRAM_ARB);
82
83   memset(&key, 0, sizeof(key));
84   key.st = st;
85
86   /* _NEW_FRAG_CLAMP */
87   key.clamp_color = st->clamp_frag_color_in_shader &&
88                     st->ctx->Color._ClampFragmentColor &&
89                     !st->ctx->DrawBuffer->_IntegerColor;
90
91   st->fp_variant = st_get_fp_variant(st, stfp, &key);
92
93   st_reference_fragprog(st, &st->fp, stfp);
94
95   if (st->missing_textures) {
96      /* use a pass-through frag shader that uses no textures */
97      void *fs = get_passthrough_fs(st);
98      cso_set_fragment_shader_handle(st->cso_context, fs);
99   }
100   else {
101      cso_set_fragment_shader_handle(st->cso_context,
102                                     st->fp_variant->driver_shader);
103   }
104}
105
106
107const struct st_tracked_state st_update_fp = {
108   "st_update_fp",					/* name */
109   {							/* dirty */
110      _NEW_BUFFERS,					/* mesa */
111      ST_NEW_FRAGMENT_PROGRAM                           /* st */
112   },
113   update_fp  					/* update */
114};
115
116
117
118/**
119 * Update vertex program state/atom.  This involves translating the
120 * Mesa vertex program into a gallium fragment program and binding it.
121 */
122static void
123update_vp( struct st_context *st )
124{
125   struct st_vertex_program *stvp;
126   struct st_vp_variant_key key;
127
128   /* find active shader and params -- Should be covered by
129    * ST_NEW_VERTEX_PROGRAM
130    */
131   assert(st->ctx->VertexProgram._Current);
132   stvp = st_vertex_program(st->ctx->VertexProgram._Current);
133   assert(stvp->Base.Base.Target == GL_VERTEX_PROGRAM_ARB);
134
135   memset(&key, 0, sizeof key);
136   key.st = st;  /* variants are per-context */
137
138   /* When this is true, we will add an extra input to the vertex
139    * shader translation (for edgeflags), an extra output with
140    * edgeflag semantics, and extend the vertex shader to pass through
141    * the input to the output.  We'll need to use similar logic to set
142    * up the extra vertex_element input for edgeflags.
143    * _NEW_POLYGON, ST_NEW_EDGEFLAGS_DATA
144    */
145   key.passthrough_edgeflags = (st->vertdata_edgeflags && (
146                                st->ctx->Polygon.FrontMode != GL_FILL ||
147                                st->ctx->Polygon.BackMode != GL_FILL));
148
149   key.clamp_color = st->clamp_vert_color_in_shader &&
150                     st->ctx->Light._ClampVertexColor;
151
152   st->vp_variant = st_get_vp_variant(st, stvp, &key);
153
154   st_reference_vertprog(st, &st->vp, stvp);
155
156   cso_set_vertex_shader_handle(st->cso_context,
157                                st->vp_variant->driver_shader);
158
159   st->vertex_result_to_slot = stvp->result_to_output;
160}
161
162
163const struct st_tracked_state st_update_vp = {
164   "st_update_vp",					/* name */
165   {							/* dirty */
166      _NEW_POLYGON,					/* mesa */
167      ST_NEW_VERTEX_PROGRAM | ST_NEW_EDGEFLAGS_DATA	/* st */
168   },
169   update_vp						/* update */
170};
171
172
173
174static void
175update_gp( struct st_context *st )
176{
177   struct st_geometry_program *stgp;
178   struct st_gp_variant_key key;
179
180   if (!st->ctx->GeometryProgram._Current) {
181      cso_set_geometry_shader_handle(st->cso_context, NULL);
182      return;
183   }
184
185   stgp = st_geometry_program(st->ctx->GeometryProgram._Current);
186   assert(stgp->Base.Base.Target == MESA_GEOMETRY_PROGRAM);
187
188   memset(&key, 0, sizeof(key));
189   key.st = st;
190
191   st->gp_variant = st_get_gp_variant(st, stgp, &key);
192
193   st_reference_geomprog(st, &st->gp, stgp);
194
195   cso_set_geometry_shader_handle(st->cso_context,
196                                  st->gp_variant->driver_shader);
197}
198
199const struct st_tracked_state st_update_gp = {
200   "st_update_gp",			/* name */
201   {					/* dirty */
202      0,				/* mesa */
203      ST_NEW_GEOMETRY_PROGRAM           /* st */
204   },
205   update_gp  				/* update */
206};
207