/**************************************************************************
*
* 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);
}
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->ctx->DrawBuffer->_IntegerColor;
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 */
};