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path: root/src/mesa/state_tracker/st_program.h
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2010-12-16st/mesa: s/varient/variantBrian Paul
2010-12-14st/mesa: rename the varient release functionsBrian Paul
2010-12-13st/mesa: program struct commentsBrian Paul
2010-12-13st/mesa: rename variableBrian Paul
2010-12-13Squashed commit of the following (st-mesa-per-context-shaders branch):Brian Paul
commit 4f106f44a32eaddb6cf3fea6ba5ee9787bff609a Author: Brian Paul <brianp@vmware.com> Date: Mon Dec 13 14:06:08 2010 -0700 st/mesa: reorganize vertex program translation code Now it looks like the fragment and geometry program code. Also remove the serial number fields from programs. It was used to determine when new translations were needed. Now the variant key is used for that. And the st_program_string_notify() callback removes all variants when the program's code is changed. commit e12d6791c5e4bff60bb2e6c04414b1b4d1325f3e Author: Brian Paul <brianp@vmware.com> Date: Mon Dec 13 13:38:12 2010 -0700 st/mesa: implement geometry shader varients Only needed in order to support per-context gallium shaders. commit c5751c673644808ab069259a852f24c4c0e92b9d Author: Brian Paul <brianp@vmware.com> Date: Sun Dec 12 15:28:57 2010 -0700 st/mesa: restore glDraw/CopyPixels using new fragment program variants Clean up the logic for fragment programs for glDraw/CopyPixels. We now generate fragment program variants for glDraw/CopyPixels as needed which do texture sampling, pixel scale/bias, pixelmap lookups, etc. commit 7b0bb99bab6547f503a0176b5c0aef1482b02c97 Author: Brian Paul <brianp@vmware.com> Date: Fri Dec 10 17:03:23 2010 -0700 st/mesa: checkpoint: implement fragment program variants The fragment programs variants are per-context, as the vertex programs. NOTE: glDrawPixels is totally broken at this point. commit 2cc926183f957f8abac18d71276dd5bbd1f27be2 Author: Brian Paul <brianp@vmware.com> Date: Fri Dec 10 14:59:32 2010 -0700 st/mesa: make vertex shader variants per-context Gallium shaders are per-context but OpenGL shaders aren't. So we need to make a different variant for each context. During context tear-down we need to walk over all shaders/programs and free all variants for the context being destroyed.
2010-10-13Drop GLcontext typedef and use struct gl_context insteadKristian Høgsberg
2010-08-05st/mesa: Clean up header file inclusion in st_program.h.Vinson Lee
st_program.h Remove p_shader_tokens.h Include st_context.h for st_context symbol. Include p_state.h for PIPE_MAX_SHADER_INPUTS symbol. Remove unnecessary forward declarations. st_cb_bitmap.c st_cb_clear.c Include p_shader_tokens.h now that st_program.h doesn't include it.
2010-06-28mesa: initial support for ARB_geometry_shader4Zack Rusin
laying down the foundation for everything and implementing most of the stuff. linking, gl_VerticesIn and multidimensional inputs are left.
2010-06-10mesa: rename src/mesa/shader/ to src/mesa/program/Brian Paul
2010-02-14st/mesa: move per-fragment shader fields to local varsBrian Paul
2010-02-12st/mesa: rename state -> tgsi, updated commentsBrian Paul
2010-02-01st/mesa: remove duplicate calculation of fp input mappingKeith Whitwell
This was being calculated the same way in two different places. Now just do it in st_translate_fragment_program().
2010-02-01st/mesa: remove dead stfp input_map arrayKeith Whitwell
Was being calculated and not used. Also was probably incorrect...
2009-12-16gallium: edgeflags change fixesRoland Scheidegger
use correct number of vertex inputs fix not running pipeline in case of edgeflags changes to mesa to tgsi translation still very broken
2009-12-09gallium: first steps to treat edgeflags as regular vertex elementKeith Whitwell
The idea here is to eliminate the set_edgeflags() call in pipe_context by treating edgeflags as a regular vertex element. Edgeflags provoke special treatment in hardware, which means we need to label them in some way, in this case we'll be passing them through the vertex shader and labelling the vertex shader output with a new TGSI semantic (TGSI_SEMANTIC_EDGEFLAG).
2009-11-15mesa/st: refactor vertex and fragment shader translationKeith Whitwell
Translate vertex shaders independently of fragment shaders. Previously tried to make fragment shader semantic indexes always start at zero and exclude holes. This was unnecessary but meant that vertex shader translation had to be adjusted to take this into account. Now use a fixed scheme for labelling special FS input semantics (color, etc), and another fixed scheme for the generics. With this, vertex shaders can be translated independently of the bound fragment shader, assuming mesa has done its own job and ensured that the vertex shader provides at least the inputs the fragment shader is looking for. The state-tracker didn't attempt to do anything about this previously, so it shouldn't be needed now.
2008-11-06gallium: added st_print_shaders() function to help w/ debuggingBrian Paul
2008-08-18gallium: fix vertex program output translation/mapping bugBrian Paul
In some cases, the vertex program output's semantic info didn't match up with the fragment program's input semantic info. This info is now explicitly passed into the st_translate_fragment_program() function.
2008-07-03gallium: move, increase ST_MAX_SHADER_TOKENSBrian Paul
2008-05-07gallium: implement full reference counting for vertex/fragment programsBrian Paul
Use _mesa_reference_vert/fragprog() wherever we assign program pointers. Fixes a memory corruption bug found with glean/api2 test. Another memory bug involving shaders yet to be fixed... Picked from gallium-0.1
2008-05-02inline -> INLINEAlan Hourihane
2008-04-22gallium: fix some bitmap frag shader issuesBrian Paul
If texturing happens to be enabled when glBitmap() is called, need to be careful about choosing a sampler unit, etc.
2008-04-22gallium: st_translate_fragment_program() is void nowBrian Paul
The return value was never used.
2008-04-21use cso fs/vs handle functionsKeith Whitwell
2008-03-24gallium: free bitmap fragment shaders, misc clean-upBrian Paul
2008-03-13gallium: remove semantic info from pipe_shader_stateBrian Paul
Brian's patch to clean up the shader interfaces.
2008-03-11gallium: rework CSO-related code in state trackerBrian
Use the code in cso_context.c rather than st_cache.c. Basically, binding of state objects now goes through the CSO module. But Vertex/fragment shaders go through pipe->bind_fs/vs_state() since they're not cached by the CSO module at this time. Also, update softpipe driver to handle NULL state objects in various places. This happens during context destruction. May need to update other drivers...
2008-02-26gallium: remove input_map[] from pipe_shader_stateBrian
2008-02-19Use gallium's rtasm module.José Fonseca
2008-02-12gallium: rename st_fragment_program's fs field to cso to match st_vertex_programBrian
2008-01-14Fix problems with vertex shaders and the private draw module.Brian
The CSO returned by pipe->create_vs_state() can't be passed to the private draw module. That was causing glRasterPos to blow up. Add a 'draw_shader' field to st_vertex_program for use with the private draw module. Change st_context->state.vs type from cso_vertex_shader to st_vertex_program.
2007-11-23gallium: reorg tgsi directories.Michal Krol
2007-10-10Size of input_to_index array should be VERT_ATTRIB_MAX.Brian
This fixes an out of bounds array write that was causing the glsl/bump demo to render incorrectly.
2007-10-03Track fragment and vertex shader code generation via pipe shader state objects.Michel Dänzer
Unfortunately, the generated fragment shader code is effectively unusable until it handles quad->mask.
2007-09-28Instead of linked program pairs, keep a list of vertex programs translated ↵Brian
for each fragment program.
2007-09-28Redoing the way we handle vertex shaders for the draw module.Zack Rusin
2007-09-28Revert "Redoing the way we handle vertex shaders for the draw module."Zack Rusin
This reverts commit 6dcfddb8e2ec2bfb6187b912807fa65f28da2c5e.
2007-09-28Redoing the way we handle vertex shaders for the draw module.Zack Rusin
2007-09-27Enable codegen based whenever __i386__ is defined.Keith Whitwell
2007-09-25Translate mesa vertex/fragment programs to TGSI programs at same time to do ↵Brian
proper linking. Previously, programs were translated independently during validation. The problem is the translation to TGSI format, which packs shader input/outputs into continuous slots, depends on which vertex program is being paired with which fragment shader. Now, we look at the outputs of the vertex program in conjunction with the inputs of the fragment shader to be sure the attributes match up correctly. The new 'linked_program_pair' class keeps track of the associations between vertex and fragment shaders. It's also the place where the TGSI tokens are kept since they're no longer per-program state but per-linkage. Still a few loose ends, like implementing some kind of hash/lookup table for linked_program_pairs.
2007-09-24Enable SSE2 for FS.michal
2007-09-20Checkpoint: vertex attribute clean-up.Brian
Remove/disable the attrib/slot mapping arrays in a few places. Work in progress...
2007-09-20Switch fragment/vertex shaders to the new caching semantics.Zack Rusin
Allow driver custom allocation within cached objects. The shaders are currently twiced (by cso layer and by the program itself).
2007-09-19Checkpoint: replacement of TGSI_ATTRIB_x tokens with input/output semantics.Brian
TGSI_ATTRIB_x tokens still present and used in a few places. Expanded set of TGSI_SEMANTIC_x tokens for describing the meaning of inputs/outputs. These tokens are in a crude state ATM. Lots of #if 0 / disabled code to be removed yet, etc... Softpipe and i915 drivers should be in working condition but not heavily tested.
2007-09-18Checkpoint: rework shader input/output register mapping.Brian
This is a step toward removing TGSI_ATTRIB_ tokens. Basically, when translating Mesa programs to TGSI programs, pass in input and output register re-maps, plus interpolation info. There's some known breakage (cubemap.c) so more to be done...
2007-09-18Convert shader to an immutable state object.Zack Rusin
2007-08-25checkpoint in constant tracking reworkKeith Whitwell
2007-08-24Hook-up SSE2 to VS.michal
2007-08-24Fixup include paths after renameKeith Whitwell
2007-08-22Rework of shader constant buffers.Brian
They're now totally independent of the actual shaders. Also, implemented in terms of pipe_buffer_handles/objects.