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      1 /**************************************************************************
      2  *
      3  * Copyright 2003 Tungsten Graphics, Inc., Cedar Park, Texas.
      4  * All Rights Reserved.
      5  *
      6  * Permission is hereby granted, free of charge, to any person obtaining a
      7  * copy of this software and associated documentation files (the
      8  * "Software"), to deal in the Software without restriction, including
      9  * without limitation the rights to use, copy, modify, merge, publish,
     10  * distribute, sub license, and/or sell copies of the Software, and to
     11  * permit persons to whom the Software is furnished to do so, subject to
     12  * the following conditions:
     13  *
     14  * The above copyright notice and this permission notice (including the
     15  * next paragraph) shall be included in all copies or substantial portions
     16  * of the Software.
     17  *
     18  * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
     19  * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
     20  * MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT.
     21  * IN NO EVENT SHALL TUNGSTEN GRAPHICS AND/OR ITS SUPPLIERS BE LIABLE FOR
     22  * ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
     23  * TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
     24  * SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
     25  *
     26  **************************************************************************/
     27 
     28 /**
     29  * State validation for vertex/fragment shaders.
     30  * Note that we have to delay most vertex/fragment shader translation
     31  * until rendering time since the linkage between the vertex outputs and
     32  * fragment inputs can vary depending on the pairing of shaders.
     33  *
     34  * Authors:
     35  *   Brian Paul
     36  */
     37 
     38 #include "main/imports.h"
     39 #include "main/mtypes.h"
     40 #include "program/program.h"
     41 
     42 #include "pipe/p_context.h"
     43 
     44 #include "util/u_simple_shaders.h"
     45 
     46 #include "cso_cache/cso_context.h"
     47 
     48 #include "st_context.h"
     49 #include "st_atom.h"
     50 #include "st_program.h"
     51 
     52 
     53 /**
     54  * Return pointer to a pass-through fragment shader.
     55  * This shader is used when a texture is missing/incomplete.
     56  */
     57 static void *
     58 get_passthrough_fs(struct st_context *st)
     59 {
     60    if (!st->passthrough_fs) {
     61       st->passthrough_fs =
     62          util_make_fragment_passthrough_shader(st->pipe);
     63    }
     64 
     65    return st->passthrough_fs;
     66 }
     67 
     68 
     69 /**
     70  * Update fragment program state/atom.  This involves translating the
     71  * Mesa fragment program into a gallium fragment program and binding it.
     72  */
     73 static void
     74 update_fp( struct st_context *st )
     75 {
     76    struct st_fragment_program *stfp;
     77    struct st_fp_variant_key key;
     78 
     79    assert(st->ctx->FragmentProgram._Current);
     80    stfp = st_fragment_program(st->ctx->FragmentProgram._Current);
     81    assert(stfp->Base.Base.Target == GL_FRAGMENT_PROGRAM_ARB);
     82 
     83    memset(&key, 0, sizeof(key));
     84    key.st = st;
     85 
     86    /* _NEW_FRAG_CLAMP */
     87    key.clamp_color = st->clamp_frag_color_in_shader &&
     88                      st->ctx->Color._ClampFragmentColor &&
     89                      !st->ctx->DrawBuffer->_IntegerColor;
     90 
     91    st->fp_variant = st_get_fp_variant(st, stfp, &key);
     92 
     93    st_reference_fragprog(st, &st->fp, stfp);
     94 
     95    if (st->missing_textures) {
     96       /* use a pass-through frag shader that uses no textures */
     97       void *fs = get_passthrough_fs(st);
     98       cso_set_fragment_shader_handle(st->cso_context, fs);
     99    }
    100    else {
    101       cso_set_fragment_shader_handle(st->cso_context,
    102                                      st->fp_variant->driver_shader);
    103    }
    104 }
    105 
    106 
    107 const struct st_tracked_state st_update_fp = {
    108    "st_update_fp",					/* name */
    109    {							/* dirty */
    110       _NEW_BUFFERS,					/* mesa */
    111       ST_NEW_FRAGMENT_PROGRAM                           /* st */
    112    },
    113    update_fp  					/* update */
    114 };
    115 
    116 
    117 
    118 /**
    119  * Update vertex program state/atom.  This involves translating the
    120  * Mesa vertex program into a gallium fragment program and binding it.
    121  */
    122 static void
    123 update_vp( struct st_context *st )
    124 {
    125    struct st_vertex_program *stvp;
    126    struct st_vp_variant_key key;
    127 
    128    /* find active shader and params -- Should be covered by
    129     * ST_NEW_VERTEX_PROGRAM
    130     */
    131    assert(st->ctx->VertexProgram._Current);
    132    stvp = st_vertex_program(st->ctx->VertexProgram._Current);
    133    assert(stvp->Base.Base.Target == GL_VERTEX_PROGRAM_ARB);
    134 
    135    memset(&key, 0, sizeof key);
    136    key.st = st;  /* variants are per-context */
    137 
    138    /* When this is true, we will add an extra input to the vertex
    139     * shader translation (for edgeflags), an extra output with
    140     * edgeflag semantics, and extend the vertex shader to pass through
    141     * the input to the output.  We'll need to use similar logic to set
    142     * up the extra vertex_element input for edgeflags.
    143     * _NEW_POLYGON, ST_NEW_EDGEFLAGS_DATA
    144     */
    145    key.passthrough_edgeflags = (st->vertdata_edgeflags && (
    146                                 st->ctx->Polygon.FrontMode != GL_FILL ||
    147                                 st->ctx->Polygon.BackMode != GL_FILL));
    148 
    149    key.clamp_color = st->clamp_vert_color_in_shader &&
    150                      st->ctx->Light._ClampVertexColor;
    151 
    152    st->vp_variant = st_get_vp_variant(st, stvp, &key);
    153 
    154    st_reference_vertprog(st, &st->vp, stvp);
    155 
    156    cso_set_vertex_shader_handle(st->cso_context,
    157                                 st->vp_variant->driver_shader);
    158 
    159    st->vertex_result_to_slot = stvp->result_to_output;
    160 }
    161 
    162 
    163 const struct st_tracked_state st_update_vp = {
    164    "st_update_vp",					/* name */
    165    {							/* dirty */
    166       _NEW_POLYGON,					/* mesa */
    167       ST_NEW_VERTEX_PROGRAM | ST_NEW_EDGEFLAGS_DATA	/* st */
    168    },
    169    update_vp						/* update */
    170 };
    171 
    172 
    173 
    174 static void
    175 update_gp( struct st_context *st )
    176 {
    177    struct st_geometry_program *stgp;
    178    struct st_gp_variant_key key;
    179 
    180    if (!st->ctx->GeometryProgram._Current) {
    181       cso_set_geometry_shader_handle(st->cso_context, NULL);
    182       return;
    183    }
    184 
    185    stgp = st_geometry_program(st->ctx->GeometryProgram._Current);
    186    assert(stgp->Base.Base.Target == MESA_GEOMETRY_PROGRAM);
    187 
    188    memset(&key, 0, sizeof(key));
    189    key.st = st;
    190 
    191    st->gp_variant = st_get_gp_variant(st, stgp, &key);
    192 
    193    st_reference_geomprog(st, &st->gp, stgp);
    194 
    195    cso_set_geometry_shader_handle(st->cso_context,
    196                                   st->gp_variant->driver_shader);
    197 }
    198 
    199 const struct st_tracked_state st_update_gp = {
    200    "st_update_gp",			/* name */
    201    {					/* dirty */
    202       0,				/* mesa */
    203       ST_NEW_GEOMETRY_PROGRAM           /* st */
    204    },
    205    update_gp  				/* update */
    206 };
    207