/************************************************************************** * * Copyright 2007 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. * **************************************************************************/ /* * Authors: * Keith Whitwell * Brian Paul */ #include "shader/prog_parameter.h" #include "shader/prog_print.h" #include "tnl/t_vp_build.h" #include "pipe/p_context.h" #include "pipe/p_defines.h" #include "pipe/p_winsys.h" #include "pipe/tgsi/mesa/mesa_to_tgsi.h" #include "pipe/tgsi/exec/tgsi_core.h" #include "st_context.h" #include "st_atom.h" #include "st_program.h" #define TGSI_DEBUG 1 /* translate shader to TGSI format */ static void compile_vs( struct st_context *st ) { struct st_vertex_program *vp = st->vp; /* XXX: fix static allocation of tokens: */ tgsi_mesa_compile_vp_program( &vp->Base, vp->tokens, ST_FP_MAX_TOKENS ); vp->vs.inputs_read = tgsi_mesa_translate_vertex_input_mask(vp->Base.Base.InputsRead); vp->vs.outputs_written = tgsi_mesa_translate_vertex_output_mask(vp->Base.Base.OutputsWritten); vp->vs.tokens = &vp->tokens[0]; if (TGSI_DEBUG) tgsi_dump( vp->tokens, 0 ); #if defined(USE_X86_ASM) || defined(SLANG_X86) tgsi_emit_sse2( vp->vs.tokens, &vp->sse2_program ); #endif vp->dirty = 0; } static void update_vs( struct st_context *st ) { struct st_vertex_program *vp; /* 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; vp = st_vertex_program(f); } else { assert(st->ctx->VertexProgram._Current); vp = st_vertex_program(st->ctx->VertexProgram._Current); } if (st->vp != vp || vp->dirty) { st->vp = vp; if (vp->dirty) compile_vs( st ); #if defined(USE_X86_ASM) || defined(SLANG_X86) st->vp->vs.executable = (void *) x86_get_func( &vp->sse2_program ); #endif st->state.vs = st->vp->vs; st->pipe->set_vs_state(st->pipe, &st->state.vs); } } const struct st_tracked_state st_update_vs = { .name = "st_update_vs", .dirty = { .mesa = 0, .st = ST_NEW_VERTEX_PROGRAM, }, .update = update_vs };