/************************************************************************** * * 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 0 static void compile_vs( struct st_context *st, struct st_vertex_program *vs ) { /* XXX: fix static allocation of tokens: */ tgsi_mesa_compile_vp_program( &vs->Base, vs->tokens, ST_FP_MAX_TOKENS ); if (TGSI_DEBUG) tgsi_dump( vs->tokens, TGSI_DUMP_VERBOSE ); #if defined(USE_X86_ASM) || defined(SLANG_X86) tgsi_emit_sse2( vs->tokens, &vs->sse2_program ); #endif } static void update_vs_constants(struct st_context *st, struct gl_program_parameter_list *params) { const uint paramBytes = params->NumParameters * sizeof(GLfloat) * 4; struct pipe_winsys *ws = st->pipe->winsys; struct pipe_constant_buffer *cbuf = &st->state.constants[PIPE_SHADER_VERTEX]; if (!cbuf->buffer) cbuf->buffer = ws->buffer_create(ws, 1); /* load Mesa constants into the constant buffer */ if (paramBytes) ws->buffer_data(ws, cbuf->buffer, paramBytes, params->ParameterValues); cbuf->size = paramBytes; st->pipe->set_constant_buffer(st->pipe, PIPE_SHADER_VERTEX, 0, cbuf); } static void update_vs( struct st_context *st ) { struct pipe_shader_state vs; struct st_vertex_program *vp = NULL; struct gl_program_parameter_list *params = NULL; /* find active shader and params */ 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); params = f->Base.Parameters; } else if (st->ctx->VertexProgram._Current) { vp = st_vertex_program(st->ctx->VertexProgram._Current); params = st->ctx->VertexProgram._Current->Base.Parameters; } /* update constants */ if (vp && params) { _mesa_load_state_parameters(st->ctx, params); /*_mesa_print_parameter_list(params);*/ update_vs_constants(st, params); } /* translate shader to TGSI format */ if (vp->dirty) compile_vs( st, vp ); /* update pipe state */ memset( &vs, 0, sizeof(vs) ); vs.inputs_read = tgsi_mesa_translate_vertex_input_mask(vp->Base.Base.InputsRead); vs.outputs_written = tgsi_mesa_translate_vertex_output_mask(vp->Base.Base.OutputsWritten); vs.tokens = &vp->tokens[0]; #if defined(USE_X86_ASM) || defined(SLANG_X86) vs.executable = (void *) x86_get_func( &vp->sse2_program ); #endif if (memcmp(&vs, &st->state.vs, sizeof(vs)) != 0 || vp->dirty) { vp->dirty = 0; st->state.vs = vs; st->pipe->set_vs_state(st->pipe, &vs); } } const struct st_tracked_state st_update_vs = { .dirty = { .mesa = (_NEW_PROGRAM | _NEW_MODELVIEW | _NEW_PROJECTION | _NEW_LIGHT), /*XXX MORE?*/ .st = ST_NEW_VERTEX_PROGRAM, }, .update = update_vs }; /** * When TnL state has changed, need to generate new vertex program. * This should be done before updating the vertes shader (vs) state. */ static void update_tnl( struct st_context *st ) { if (st->ctx->VertexProgram._MaintainTnlProgram) _tnl_UpdateFixedFunctionProgram( st->ctx ); } const struct st_tracked_state st_update_tnl = { .dirty = { .mesa = (_NEW_PROGRAM | _NEW_LIGHT | _NEW_TEXTURE | _NEW_TRANSFORM | _NEW_LIGHT), /* XXX more? */ .st = ST_NEW_MESA, /* XXX correct? */ }, .update = update_tnl };