/************************************************************************** * * 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/p_shader_tokens.h" #include "st_context.h" #include "st_cache.h" #include "st_atom.h" #include "st_program.h" #include "st_atom_shader.h" #include "st_mesa_to_tgsi.h" /** * This represents a vertex program, especially translated to match * the inputs of a particular fragment shader. */ struct translated_vertex_program { struct st_vertex_program *master; /** The fragment shader "signature" this vertex shader is meant for: */ GLbitfield frag_inputs; /** Compared against master vertex program's serialNo: */ GLuint serialNo; /** Maps VERT_RESULT_x to slot */ GLuint output_to_slot[VERT_RESULT_MAX]; /** The program in TGSI format */ struct tgsi_token tokens[ST_MAX_SHADER_TOKENS]; /** Pointer to the translated, cached vertex shader */ const struct cso_vertex_shader *vs; struct translated_vertex_program *next; /**< next in linked list */ }; /** * Free data hanging off the st vert prog. */ void st_remove_vertex_program(struct st_context *st, struct st_vertex_program *stvp) { /* no-op, for now? */ } /** * Free data hanging off the st frag prog. */ void st_remove_fragment_program(struct st_context *st, struct st_fragment_program *stfp) { struct translated_vertex_program *xvp, *next; for (xvp = stfp->vertex_programs; xvp; xvp = next) { next = xvp->next; /* XXX free xvp->vs */ free(xvp); } } /** * 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; } } /** * Find a translated vertex program that corresponds to stvp and * has outputs matched to stfp's inputs. * This performs vertex and fragment translation (to TGSI) when needed. */ static struct translated_vertex_program * find_translated_vp(struct st_context *st, struct st_vertex_program *stvp, struct st_fragment_program *stfp) { static const GLuint UNUSED = ~0; struct translated_vertex_program *xvp; const GLbitfield fragInputsRead = stfp->Base.Base.InputsRead; /* * Translate fragment program if needed. */ if (!stfp->fs) { GLuint inAttr, numIn = 0; for (inAttr = 0; inAttr < FRAG_ATTRIB_MAX; inAttr++) { if (fragInputsRead & (1 << inAttr)) { stfp->input_to_slot[inAttr] = numIn; numIn++; } else { stfp->input_to_slot[inAttr] = UNUSED; } } stfp->num_input_slots = numIn; assert(stfp->Base.Base.NumInstructions > 1); (void) st_translate_fragment_program(st, stfp, stfp->input_to_slot, stfp->tokens, ST_MAX_SHADER_TOKENS); assert(stfp->fs); } /* See if we've got a translated vertex program whose outputs match * the fragment program's inputs. * XXX This could be a hash lookup, using InputsRead as the key. */ for (xvp = stfp->vertex_programs; xvp; xvp = xvp->next) { if (xvp->master == stvp && xvp->frag_inputs == fragInputsRead) { break; } } /* No? Allocate translated vp object now */ if (!xvp) { xvp = CALLOC_STRUCT(translated_vertex_program); xvp->frag_inputs = fragInputsRead; xvp->master = stvp; xvp->next = stfp->vertex_programs; stfp->vertex_programs = xvp; } /* See if we need to translate vertex program to TGSI form */ if (xvp->serialNo != stvp->serialNo) { GLuint outAttr, dummySlot; const GLbitfield outputsWritten = stvp->Base.Base.OutputsWritten; GLuint numVpOuts = 0; /* Compute mapping of vertex program outputs to slots, which depends * on the fragment program's input->slot mapping. */ for (outAttr = 0; outAttr < VERT_RESULT_MAX; outAttr++) { /* set default: */ xvp->output_to_slot[outAttr] = UNUSED; if (outAttr == VERT_RESULT_HPOS) { /* always put xformed position into slot zero */ xvp->output_to_slot[VERT_RESULT_HPOS] = 0; numVpOuts++; } else if (outputsWritten & (1 << outAttr)) { /* see if the frag prog wants this vert output */ GLint fpInAttrib = vp_out_to_fp_in(outAttr); if (fpInAttrib >= 0) { GLuint fpInSlot = stfp->input_to_slot[fpInAttrib]; GLuint vpOutSlot = stfp->fs->state.input_map[fpInSlot]; xvp->output_to_slot[outAttr] = vpOutSlot; numVpOuts++; } else if (outAttr == VERT_RESULT_PSIZ || outAttr == VERT_RESULT_BFC0 || outAttr == VERT_RESULT_BFC1) { /* backface colors go into last slots */ xvp->output_to_slot[outAttr] = numVpOuts++; } } /* printf("output_to_slot[%d] = %d\n", outAttr, xvp->output_to_slot[outAttr]); */ } /* Unneeded vertex program outputs will go to this slot. * We could use this info to do dead code elimination in the * vertex program. */ dummySlot = stfp->num_input_slots; /* 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 (xvp->output_to_slot[outAttr] == UNUSED) xvp->output_to_slot[outAttr] = dummySlot; } } assert(stvp->Base.Base.NumInstructions > 1); xvp->vs = st_translate_vertex_program(st, stvp, xvp->output_to_slot, xvp->tokens, ST_MAX_SHADER_TOKENS); assert(xvp->vs); stvp->vs = NULL; /* don't want to use this */ /* translated VP is up to date now */ xvp->serialNo = stvp->serialNo; } return xvp; } static void update_linkage( struct st_context *st ) { struct st_vertex_program *stvp; struct st_fragment_program *stfp; struct translated_vertex_program *xvp; /* 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(st->ctx->FragmentProgram._Current); stfp = st_fragment_program(st->ctx->FragmentProgram._Current); xvp = find_translated_vp(st, stvp, stfp); st->vp = stvp; st->state.vs = xvp->vs; st->pipe->bind_vs_state(st->pipe, st->state.vs->data); st->fp = stfp; st->state.fs = stfp->fs; st->pipe->bind_fs_state(st->pipe, st->state.fs->data); st->vertex_result_to_slot = xvp->output_to_slot; } const struct st_tracked_state st_update_shader = { .name = "st_update_shader", .dirty = { .mesa = 0, .st = ST_NEW_VERTEX_PROGRAM | ST_NEW_FRAGMENT_PROGRAM }, .update = update_linkage };