1/**************************************************************************
2 *
3 * Copyright 2003 VMware, Inc.
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 VMWARE 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 "main/framebuffer.h"
41#include "main/texobj.h"
42#include "main/texstate.h"
43#include "program/program.h"
44
45#include "pipe/p_context.h"
46#include "pipe/p_shader_tokens.h"
47#include "util/u_simple_shaders.h"
48#include "cso_cache/cso_context.h"
49#include "util/u_debug.h"
50
51#include "st_context.h"
52#include "st_atom.h"
53#include "st_program.h"
54#include "st_texture.h"
55
56
57/** Compress the fog function enums into a 2-bit value */
58static GLuint
59translate_fog_mode(GLenum mode)
60{
61   switch (mode) {
62   case GL_LINEAR: return 1;
63   case GL_EXP:    return 2;
64   case GL_EXP2:   return 3;
65   default:
66      return 0;
67   }
68}
69
70static unsigned
71get_texture_target(struct gl_context *ctx, const unsigned unit)
72{
73   struct gl_texture_object *texObj = _mesa_get_tex_unit(ctx, unit)->_Current;
74   gl_texture_index index;
75
76   if (texObj) {
77      index = _mesa_tex_target_to_index(ctx, texObj->Target);
78   } else {
79      /* fallback for missing texture */
80      index = TEXTURE_2D_INDEX;
81   }
82
83   /* Map mesa texture target to TGSI texture target.
84    * Copied from st_mesa_to_tgsi.c, the shadow part is omitted */
85   switch(index) {
86   case TEXTURE_2D_MULTISAMPLE_INDEX: return TGSI_TEXTURE_2D_MSAA;
87   case TEXTURE_2D_MULTISAMPLE_ARRAY_INDEX: return TGSI_TEXTURE_2D_ARRAY_MSAA;
88   case TEXTURE_BUFFER_INDEX: return TGSI_TEXTURE_BUFFER;
89   case TEXTURE_1D_INDEX:   return TGSI_TEXTURE_1D;
90   case TEXTURE_2D_INDEX:   return TGSI_TEXTURE_2D;
91   case TEXTURE_3D_INDEX:   return TGSI_TEXTURE_3D;
92   case TEXTURE_CUBE_INDEX: return TGSI_TEXTURE_CUBE;
93   case TEXTURE_CUBE_ARRAY_INDEX: return TGSI_TEXTURE_CUBE_ARRAY;
94   case TEXTURE_RECT_INDEX: return TGSI_TEXTURE_RECT;
95   case TEXTURE_1D_ARRAY_INDEX:   return TGSI_TEXTURE_1D_ARRAY;
96   case TEXTURE_2D_ARRAY_INDEX:   return TGSI_TEXTURE_2D_ARRAY;
97   case TEXTURE_EXTERNAL_INDEX:   return TGSI_TEXTURE_2D;
98   default:
99      debug_assert(0);
100      return TGSI_TEXTURE_1D;
101   }
102}
103
104
105/**
106 * Update fragment program state/atom.  This involves translating the
107 * Mesa fragment program into a gallium fragment program and binding it.
108 */
109static void
110update_fp( struct st_context *st )
111{
112   struct st_fragment_program *stfp;
113   struct st_fp_variant_key key;
114
115   assert(st->ctx->FragmentProgram._Current);
116   stfp = st_fragment_program(st->ctx->FragmentProgram._Current);
117   assert(stfp->Base.Target == GL_FRAGMENT_PROGRAM_ARB);
118
119   memset(&key, 0, sizeof(key));
120   key.st = st->has_shareable_shaders ? NULL : st;
121
122   /* _NEW_FRAG_CLAMP */
123   key.clamp_color = st->clamp_frag_color_in_shader &&
124                     st->ctx->Color._ClampFragmentColor;
125
126   /* _NEW_MULTISAMPLE | _NEW_BUFFERS */
127   key.persample_shading =
128      st->force_persample_in_shader &&
129      _mesa_is_multisample_enabled(st->ctx) &&
130      st->ctx->Multisample.SampleShading &&
131      st->ctx->Multisample.MinSampleShadingValue *
132      _mesa_geometric_samples(st->ctx->DrawBuffer) > 1;
133
134   if (stfp->ati_fs) {
135      unsigned u;
136
137      if (st->ctx->Fog.Enabled) {
138         key.fog = translate_fog_mode(st->ctx->Fog.Mode);
139      }
140
141      for (u = 0; u < MAX_NUM_FRAGMENT_REGISTERS_ATI; u++) {
142         key.texture_targets[u] = get_texture_target(st->ctx, u);
143      }
144   }
145
146   key.external = st_get_external_sampler_key(st, &stfp->Base);
147
148   st->fp_variant = st_get_fp_variant(st, stfp, &key);
149
150   st_reference_fragprog(st, &st->fp, stfp);
151
152   cso_set_fragment_shader_handle(st->cso_context,
153                                  st->fp_variant->driver_shader);
154}
155
156
157const struct st_tracked_state st_update_fp = {
158   update_fp  					/* update */
159};
160
161
162
163/**
164 * Update vertex program state/atom.  This involves translating the
165 * Mesa vertex program into a gallium fragment program and binding it.
166 */
167static void
168update_vp( struct st_context *st )
169{
170   struct st_vertex_program *stvp;
171   struct st_vp_variant_key key;
172
173   /* find active shader and params -- Should be covered by
174    * ST_NEW_VERTEX_PROGRAM
175    */
176   assert(st->ctx->VertexProgram._Current);
177   stvp = st_vertex_program(st->ctx->VertexProgram._Current);
178   assert(stvp->Base.Target == GL_VERTEX_PROGRAM_ARB);
179
180   memset(&key, 0, sizeof key);
181   key.st = st->has_shareable_shaders ? NULL : st;
182
183   /* When this is true, we will add an extra input to the vertex
184    * shader translation (for edgeflags), an extra output with
185    * edgeflag semantics, and extend the vertex shader to pass through
186    * the input to the output.  We'll need to use similar logic to set
187    * up the extra vertex_element input for edgeflags.
188    */
189   key.passthrough_edgeflags = st->vertdata_edgeflags;
190
191   key.clamp_color = st->clamp_vert_color_in_shader &&
192                     st->ctx->Light._ClampVertexColor &&
193                     (stvp->Base.info.outputs_written &
194                      (VARYING_SLOT_COL0 |
195                       VARYING_SLOT_COL1 |
196                       VARYING_SLOT_BFC0 |
197                       VARYING_SLOT_BFC1));
198
199   st->vp_variant = st_get_vp_variant(st, stvp, &key);
200
201   st_reference_vertprog(st, &st->vp, stvp);
202
203   cso_set_vertex_shader_handle(st->cso_context,
204                                st->vp_variant->driver_shader);
205
206   st->vertex_result_to_slot = stvp->result_to_output;
207}
208
209
210const struct st_tracked_state st_update_vp = {
211   update_vp						/* update */
212};
213
214
215
216static void
217update_gp( struct st_context *st )
218{
219   struct st_geometry_program *stgp;
220
221   if (!st->ctx->GeometryProgram._Current) {
222      cso_set_geometry_shader_handle(st->cso_context, NULL);
223      st_reference_geomprog(st, &st->gp, NULL);
224      return;
225   }
226
227   stgp = st_geometry_program(st->ctx->GeometryProgram._Current);
228   assert(stgp->Base.Target == GL_GEOMETRY_PROGRAM_NV);
229
230   st->gp_variant = st_get_basic_variant(st, PIPE_SHADER_GEOMETRY,
231                                         &stgp->tgsi, &stgp->variants);
232
233   st_reference_geomprog(st, &st->gp, stgp);
234
235   cso_set_geometry_shader_handle(st->cso_context,
236                                  st->gp_variant->driver_shader);
237}
238
239const struct st_tracked_state st_update_gp = {
240   update_gp  				/* update */
241};
242
243
244
245static void
246update_tcp( struct st_context *st )
247{
248   struct st_tessctrl_program *sttcp;
249
250   if (!st->ctx->TessCtrlProgram._Current) {
251      cso_set_tessctrl_shader_handle(st->cso_context, NULL);
252      st_reference_tesscprog(st, &st->tcp, NULL);
253      return;
254   }
255
256   sttcp = st_tessctrl_program(st->ctx->TessCtrlProgram._Current);
257   assert(sttcp->Base.Target == GL_TESS_CONTROL_PROGRAM_NV);
258
259   st->tcp_variant = st_get_basic_variant(st, PIPE_SHADER_TESS_CTRL,
260                                          &sttcp->tgsi, &sttcp->variants);
261
262   st_reference_tesscprog(st, &st->tcp, sttcp);
263
264   cso_set_tessctrl_shader_handle(st->cso_context,
265                                  st->tcp_variant->driver_shader);
266}
267
268const struct st_tracked_state st_update_tcp = {
269   update_tcp  				/* update */
270};
271
272
273
274static void
275update_tep( struct st_context *st )
276{
277   struct st_tesseval_program *sttep;
278
279   if (!st->ctx->TessEvalProgram._Current) {
280      cso_set_tesseval_shader_handle(st->cso_context, NULL);
281      st_reference_tesseprog(st, &st->tep, NULL);
282      return;
283   }
284
285   sttep = st_tesseval_program(st->ctx->TessEvalProgram._Current);
286   assert(sttep->Base.Target == GL_TESS_EVALUATION_PROGRAM_NV);
287
288   st->tep_variant = st_get_basic_variant(st, PIPE_SHADER_TESS_EVAL,
289                                          &sttep->tgsi, &sttep->variants);
290
291   st_reference_tesseprog(st, &st->tep, sttep);
292
293   cso_set_tesseval_shader_handle(st->cso_context,
294                                  st->tep_variant->driver_shader);
295}
296
297const struct st_tracked_state st_update_tep = {
298   update_tep  				/* update */
299};
300
301
302
303static void
304update_cp( struct st_context *st )
305{
306   struct st_compute_program *stcp;
307
308   if (!st->ctx->ComputeProgram._Current) {
309      cso_set_compute_shader_handle(st->cso_context, NULL);
310      st_reference_compprog(st, &st->cp, NULL);
311      return;
312   }
313
314   stcp = st_compute_program(st->ctx->ComputeProgram._Current);
315   assert(stcp->Base.Target == GL_COMPUTE_PROGRAM_NV);
316
317   st->cp_variant = st_get_cp_variant(st, &stcp->tgsi, &stcp->variants);
318
319   st_reference_compprog(st, &st->cp, stcp);
320
321   cso_set_compute_shader_handle(st->cso_context,
322                                 st->cp_variant->driver_shader);
323}
324
325const struct st_tracked_state st_update_cp = {
326   update_cp  				/* update */
327};
328