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+/**************************************************************************
+ *
+ * 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 "pipe/p_context.h"
+#include "pipe/tgsi/mesa/mesa_to_tgsi.h"
+#include "pipe/tgsi/exec/tgsi_core.h"
+
+#include "st_context.h"
+#include "st_cache.h"
+#include "st_atom.h"
+#include "st_program.h"
+#include "st_atom_shader.h"
+
+
+
+/**
+ * Structure to describe a (vertex program, fragment program) pair
+ * which is linked together (used together to render something). This
+ * linkage basically servers the same purpose as the OpenGL Shading
+ * Language linker, but also applies to ARB programs and Mesa's
+ * fixed-function-generated programs.
+ *
+ * More background:
+ *
+ * The translation from Mesa programs to TGSI programs depends on the
+ * linkage between the vertex program and the fragment program. This is
+ * because we tightly pack the inputs and outputs of shaders into
+ * consecutive "slots".
+ *
+ * Suppose an app uses one vertex program "VP" (outputting pos, color and tex0)
+ * and two fragment programs:
+ * FP1: uses tex0 input only (input slot 0)
+ * FP2: uses color input only (input slot 0)
+ *
+ * When VP is used with FP1 we want VP.output[2] to match FP1.input[0], but
+ * when VP is used with FP2 we want VP.output[1] to match FP1.input[0].
+ *
+ * We don't want to re-translate the vertex and/or fragment programs
+ * each time the VP/FP bindings/linkings change. The solution is this
+ * structure which stores the translated TGSI shaders on a per-linkage
+ * basis.
+ *
+ */
+struct linked_program_pair
+{
+ struct st_vertex_program *vprog; /**< never changes */
+ struct st_fragment_program *fprog; /**< never changes */
+
+ struct tgsi_token vs_tokens[ST_FP_MAX_TOKENS];
+ struct tgsi_token fs_tokens[ST_FP_MAX_TOKENS];
+
+ const struct cso_vertex_shader *vs;
+ const struct cso_fragment_shader *fs;
+
+ GLuint vertSerialNo, fragSerialNo;
+
+ /** maps a Mesa VERT_ATTRIB_x to a packed TGSI input index */
+ GLuint vp_input_to_index[MAX_VERTEX_PROGRAM_ATTRIBS];
+ /** maps a TGSI input index back to a Mesa VERT_ATTRIB_x */
+ GLuint vp_index_to_input[MAX_VERTEX_PROGRAM_ATTRIBS];
+
+ GLuint vp_result_to_slot[VERT_RESULT_MAX];
+
+ struct linked_program_pair *next;
+};
+
+
+/** XXX temporary - use some kind of hash table instead */
+static struct linked_program_pair *Pairs = NULL;
+
+
+static void
+find_and_remove(struct gl_program *prog)
+{
+ struct linked_program_pair *pair, *prev = NULL, *next;
+ for (pair = Pairs; pair; pair = next) {
+ next = pair->next;
+ if (pair->vprog == (struct st_vertex_program *) prog ||
+ pair->fprog == (struct st_fragment_program *) prog) {
+ /* unlink */
+ if (prev)
+ prev->next = next;
+ else
+ Pairs = next;
+ /* delete pair->vs */
+ /* delete pair->fs */
+ free(pair);
+ }
+ else {
+ prev = pair;
+ }
+ }
+}
+
+
+/**
+ * Delete any known program pairs that use the given vertex program.
+ */
+void
+st_remove_vertex_program(struct st_context *st, struct st_vertex_program *stvp)
+{
+ find_and_remove(&stvp->Base.Base);
+}
+
+
+/**
+ * Delete any known program pairs that use the given fragment program.
+ */
+void
+st_remove_fragment_program(struct st_context *st,
+ struct st_fragment_program *stfp)
+{
+ find_and_remove(&stfp->Base.Base);
+}
+
+
+
+/**
+ * Given a vertex program output attribute, return the corresponding
+ * fragment program input attribute.
+ * \return -1 for vertex outputs that have no corresponding fragment input
+ */
+static GLint
+vp_out_to_fp_in(GLuint vertResult)
+{
+ if (vertResult >= VERT_RESULT_TEX0 &&
+ vertResult < VERT_RESULT_TEX0 + MAX_TEXTURE_COORD_UNITS)
+ return FRAG_ATTRIB_TEX0 + (vertResult - VERT_RESULT_TEX0);
+
+ if (vertResult >= VERT_RESULT_VAR0 &&
+ vertResult < VERT_RESULT_VAR0 + MAX_VARYING)
+ return FRAG_ATTRIB_VAR0 + (vertResult - VERT_RESULT_VAR0);
+
+ switch (vertResult) {
+ case VERT_RESULT_HPOS:
+ return FRAG_ATTRIB_WPOS;
+ case VERT_RESULT_COL0:
+ return FRAG_ATTRIB_COL0;
+ case VERT_RESULT_COL1:
+ return FRAG_ATTRIB_COL1;
+ case VERT_RESULT_FOGC:
+ return FRAG_ATTRIB_FOGC;
+ default:
+ /* Back-face colors, edge flags, etc */
+ return -1;
+ }
+}
+
+
+/**
+ * Examine the outputs written by a vertex program and the inputs read
+ * by a fragment program to determine which match up and where they
+ * should be mapped into the generic shader output/input slots.
+ * \param vert_output_map returns the vertex output register mapping
+ * \param frag_input_map returns the fragment input register mapping
+ */
+static GLuint
+link_outputs_to_inputs(GLbitfield outputsWritten,
+ GLbitfield inputsRead,
+ GLuint vert_output_map[],
+ GLuint frag_input_map[])
+{
+ static const GLuint UNUSED = ~0;
+ GLint vert_slot_to_attr[50], frag_slot_to_attr[50];
+ GLuint outAttr, inAttr;
+ GLuint numIn = 0, dummySlot;
+
+ for (inAttr = 0; inAttr < FRAG_ATTRIB_MAX; inAttr++) {
+ if (inputsRead & (1 << inAttr)) {
+ frag_input_map[inAttr] = numIn;
+ frag_slot_to_attr[numIn] = inAttr;
+ numIn++;
+ }
+ else {
+ frag_input_map[inAttr] = UNUSED;
+ }
+ }
+
+ for (outAttr = 0; outAttr < VERT_RESULT_MAX; outAttr++) {
+ if (outputsWritten & (1 << outAttr)) {
+ /* see if the frag prog wants this vert output */
+ GLint fpIn = vp_out_to_fp_in(outAttr);
+
+ if (fpIn >= 0) {
+ GLuint frag_slot = frag_input_map[fpIn];
+ vert_output_map[outAttr] = frag_slot;
+ vert_slot_to_attr[frag_slot] = outAttr;
+ }
+ else {
+ vert_output_map[outAttr] = UNUSED;
+ }
+ }
+ else {
+ vert_output_map[outAttr] = UNUSED;
+ }
+ }
+
+ /*
+ * We'll map all unused vertex program outputs to this slot.
+ * We'll also map all undefined fragment program inputs to this slot.
+ */
+ dummySlot = numIn;
+
+ /* Map vert program outputs that aren't used to the dummy slot */
+ for (outAttr = 0; outAttr < VERT_RESULT_MAX; outAttr++) {
+ if (outputsWritten & (1 << outAttr)) {
+ if (vert_output_map[outAttr] == UNUSED)
+ vert_output_map[outAttr] = dummySlot;
+ }
+ }
+
+ /* Map frag program inputs that aren't defined to the dummy slot */
+ for (inAttr = 0; inAttr < FRAG_ATTRIB_MAX; inAttr++) {
+ if (inputsRead & (1 << inAttr)) {
+ if (frag_input_map[inAttr] == UNUSED)
+ frag_input_map[inAttr] = dummySlot;
+ }
+ }
+
+#if 0
+ printf("vOut W slot\n");
+ for (outAttr = 0; outAttr < VERT_RESULT_MAX; outAttr++) {
+ printf("%4d %c %4d\n", outAttr,
+ " *"[(outputsWritten >> outAttr) & 1],
+ vert_output_map[outAttr]);
+ }
+ printf("vIn R slot\n");
+ for (inAttr = 0; inAttr < FRAG_ATTRIB_MAX; inAttr++) {
+ printf("%3d %c %4d\n", inAttr,
+ " *"[(inputsRead >> inAttr) & 1],
+ frag_input_map[inAttr]);
+ }
+#endif
+
+ return numIn;
+}
+
+
+static struct linked_program_pair *
+lookup_program_pair(struct st_context *st,
+ struct st_vertex_program *vprog,
+ struct st_fragment_program *fprog)
+{
+ struct linked_program_pair *pair;
+
+ /* search */
+ for (pair = Pairs; pair; pair = pair->next) {
+ if (pair->vprog == vprog && pair->fprog == fprog) {
+ /* found it */
+ break;
+ }
+ }
+
+ /*
+ * Examine the outputs of the vertex shader and the inputs of the
+ * fragment shader to determine how to match both to a common set
+ * of slots.
+ */
+ if (!pair) {
+ pair = CALLOC_STRUCT(linked_program_pair);
+ if (pair) {
+ pair->vprog = vprog;
+ pair->fprog = fprog;
+ }
+ }
+
+ return pair;
+}
+
+
+static void
+link_shaders(struct st_context *st, struct linked_program_pair *pair)
+{
+ struct st_vertex_program *vprog = pair->vprog;
+ struct st_fragment_program *fprog = pair->fprog;
+
+ assert(vprog);
+ assert(fprog);
+
+ if (pair->vertSerialNo != vprog->serialNo ||
+ pair->fragSerialNo != fprog->serialNo) {
+ /* re-link and re-translate */
+ GLuint vert_output_mapping[VERT_RESULT_MAX];
+ GLuint frag_input_mapping[FRAG_ATTRIB_MAX];
+
+ link_outputs_to_inputs(vprog->Base.Base.OutputsWritten,
+ fprog->Base.Base.InputsRead | FRAG_BIT_WPOS,
+ vert_output_mapping,
+ frag_input_mapping);
+
+ /* xlate vp to vs + vs tokens */
+ st_translate_vertex_program(st, vprog,
+ vert_output_mapping,
+ pair->vs_tokens, ST_FP_MAX_TOKENS);
+
+ pair->vprog = vprog;
+ /* temp hacks */
+ pair->vs = vprog->vs;
+ vprog->vs = NULL;
+
+
+ /* xlate fp to fs + fs tokens */
+ st_translate_fragment_program(st, fprog,
+ frag_input_mapping,
+ pair->fs_tokens, ST_FP_MAX_TOKENS);
+ pair->fprog = fprog;
+ /* temp hacks */
+ pair->fs = fprog->fs;
+ fprog->fs = NULL;
+
+ /* save pair */
+ pair->next = Pairs;
+ Pairs = pair;
+
+ pair->vertSerialNo = vprog->serialNo;
+ pair->fragSerialNo = fprog->serialNo;
+ }
+}
+
+
+static void
+update_linkage( struct st_context *st )
+{
+ struct linked_program_pair *pair;
+ struct st_vertex_program *stvp;
+ struct st_fragment_program *stfp;
+
+ /* find active shader and params -- Should be covered by
+ * ST_NEW_VERTEX_PROGRAM
+ */
+ if (st->ctx->Shader.CurrentProgram &&
+ st->ctx->Shader.CurrentProgram->LinkStatus &&
+ st->ctx->Shader.CurrentProgram->VertexProgram) {
+ struct gl_vertex_program *f
+ = st->ctx->Shader.CurrentProgram->VertexProgram;
+ stvp = st_vertex_program(f);
+ }
+ else {
+ assert(st->ctx->VertexProgram._Current);
+ stvp = st_vertex_program(st->ctx->VertexProgram._Current);
+ }
+
+
+ if (st->ctx->Shader.CurrentProgram &&
+ st->ctx->Shader.CurrentProgram->LinkStatus &&
+ st->ctx->Shader.CurrentProgram->FragmentProgram) {
+ struct gl_fragment_program *f
+ = st->ctx->Shader.CurrentProgram->FragmentProgram;
+ stfp = st_fragment_program(f);
+ }
+ else {
+ assert(st->ctx->FragmentProgram._Current);
+ stfp = st_fragment_program(st->ctx->FragmentProgram._Current);
+ }
+
+
+ pair = lookup_program_pair(st, stvp, stfp);
+ assert(pair);
+ link_shaders(st, pair);
+
+
+ /* Bind the vertex program and TGSI shader */
+ st->vp = stvp;
+ st->state.vs = pair->vs;
+ st->pipe->bind_vs_state(st->pipe, st->state.vs->data);
+
+ /* Bind the fragment program and TGSI shader */
+ st->fp = stfp;
+ st->state.fs = pair->fs;
+ st->pipe->bind_fs_state(st->pipe, st->state.fs->data);
+
+ st->vertex_result_to_slot = pair->vp_result_to_slot;
+}
+
+
+const struct st_tracked_state st_update_shader = {
+ .name = "st_update_shader",
+ .dirty = {
+ .mesa = 0,
+ .st = ST_NEW_LINKAGE
+ },
+ .update = update_linkage
+};