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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.
*
**************************************************************************/
/*
* Authors:
* Keith Whitwell <keith@tungstengraphics.com>
*/
#ifndef ST_PROGRAM_H
#define ST_PROGRAM_H
#include "mtypes.h"
#include "pipe/p_shader_tokens.h"
#define ST_MAX_SHADER_TOKENS 1024
struct cso_fragment_shader;
struct cso_vertex_shader;
struct translated_vertex_program;
/**
* Derived from Mesa gl_fragment_program:
*/
struct st_fragment_program
{
struct gl_fragment_program Base;
GLuint serialNo;
GLuint input_to_slot[FRAG_ATTRIB_MAX]; /**< Maps FRAG_ATTRIB_x to slot */
GLuint num_input_slots;
/** map FP input back to VP output */
GLuint input_map[PIPE_MAX_SHADER_INPUTS];
struct pipe_shader_state state;
struct pipe_shader_state *driver_shader;
GLuint param_state;
/** List of vertex programs which have been translated such that their
* outputs match this fragment program's inputs.
*/
struct translated_vertex_program *vertex_programs;
};
/**
* Derived from Mesa gl_fragment_program:
*/
struct st_vertex_program
{
struct gl_vertex_program Base; /**< The Mesa vertex program */
GLuint serialNo;
/** maps a Mesa VERT_ATTRIB_x to a packed TGSI input index */
GLuint input_to_index[VERT_ATTRIB_MAX];
/** maps a TGSI input index back to a Mesa VERT_ATTRIB_x */
GLuint index_to_input[PIPE_MAX_SHADER_INPUTS];
GLuint num_inputs;
struct pipe_shader_state state;
struct pipe_shader_state *driver_shader;
/** For using our private draw module (glRasterPos) */
struct draw_vertex_shader *draw_shader;
GLuint param_state;
};
static inline struct st_fragment_program *
st_fragment_program( struct gl_fragment_program *fp )
{
return (struct st_fragment_program *)fp;
}
static inline struct st_vertex_program *
st_vertex_program( struct gl_vertex_program *vp )
{
return (struct st_vertex_program *)vp;
}
extern const struct cso_fragment_shader *
st_translate_fragment_program(struct st_context *st,
struct st_fragment_program *fp,
const GLuint inputMapping[]);
extern void
st_translate_vertex_program(struct st_context *st,
struct st_vertex_program *vp,
const GLuint vert_output_to_slot[]);
#endif
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