Beispiel #1
0
/**
 * Update the ctx->Vertex/Geometry/FragmentProgram._Current pointers to point
 * to the current/active programs.  Then call ctx->Driver.BindProgram() to
 * tell the driver which programs to use.
 *
 * Programs may come from 3 sources: GLSL shaders, ARB/NV_vertex/fragment
 * programs or programs derived from fixed-function state.
 *
 * This function needs to be called after texture state validation in case
 * we're generating a fragment program from fixed-function texture state.
 *
 * \return bitfield which will indicate _NEW_PROGRAM state if a new vertex
 * or fragment program is being used.
 */
static GLbitfield
update_program(struct gl_context *ctx)
{
   const struct gl_shader_program *vsProg =
      ctx->_Shader->CurrentProgram[MESA_SHADER_VERTEX];
   const struct gl_shader_program *gsProg =
      ctx->_Shader->CurrentProgram[MESA_SHADER_GEOMETRY];
   struct gl_shader_program *fsProg =
      ctx->_Shader->CurrentProgram[MESA_SHADER_FRAGMENT];
   const struct gl_shader_program *csProg =
      ctx->_Shader->CurrentProgram[MESA_SHADER_COMPUTE];
   const struct gl_vertex_program *prevVP = ctx->VertexProgram._Current;
   const struct gl_fragment_program *prevFP = ctx->FragmentProgram._Current;
   const struct gl_geometry_program *prevGP = ctx->GeometryProgram._Current;
   const struct gl_compute_program *prevCP = ctx->ComputeProgram._Current;
   GLbitfield new_state = 0x0;

   /*
    * Set the ctx->VertexProgram._Current and ctx->FragmentProgram._Current
    * pointers to the programs that should be used for rendering.  If either
    * is NULL, use fixed-function code paths.
    *
    * These programs may come from several sources.  The priority is as
    * follows:
    *   1. OpenGL 2.0/ARB vertex/fragment shaders
    *   2. ARB/NV vertex/fragment programs
    *   3. Programs derived from fixed-function state.
    *
    * Note: it's possible for a vertex shader to get used with a fragment
    * program (and vice versa) here, but in practice that shouldn't ever
    * come up, or matter.
    */

   if (fsProg && fsProg->LinkStatus
       && fsProg->_LinkedShaders[MESA_SHADER_FRAGMENT]) {
      /* Use GLSL fragment shader */
      _mesa_reference_shader_program(ctx,
                                     &ctx->_Shader->_CurrentFragmentProgram,
				     fsProg);
      _mesa_reference_fragprog(ctx, &ctx->FragmentProgram._Current,
                               gl_fragment_program(fsProg->_LinkedShaders[MESA_SHADER_FRAGMENT]->Program));
      _mesa_reference_fragprog(ctx, &ctx->FragmentProgram._TexEnvProgram,
			       NULL);
   }
   else if (ctx->FragmentProgram._Enabled) {
      /* Use user-defined fragment program */
      _mesa_reference_shader_program(ctx,
                                     &ctx->_Shader->_CurrentFragmentProgram,
				     NULL);
      _mesa_reference_fragprog(ctx, &ctx->FragmentProgram._Current,
                               ctx->FragmentProgram.Current);
      _mesa_reference_fragprog(ctx, &ctx->FragmentProgram._TexEnvProgram,
			       NULL);
   }
   else if (ctx->FragmentProgram._MaintainTexEnvProgram) {
      /* Use fragment program generated from fixed-function state */
      struct gl_shader_program *f = _mesa_get_fixed_func_fragment_program(ctx);

      _mesa_reference_shader_program(ctx,
                                     &ctx->_Shader->_CurrentFragmentProgram,
				     f);
      _mesa_reference_fragprog(ctx, &ctx->FragmentProgram._Current,
			       gl_fragment_program(f->_LinkedShaders[MESA_SHADER_FRAGMENT]->Program));
      _mesa_reference_fragprog(ctx, &ctx->FragmentProgram._TexEnvProgram,
			       gl_fragment_program(f->_LinkedShaders[MESA_SHADER_FRAGMENT]->Program));
   }
   else {
      /* No fragment program */
      _mesa_reference_fragprog(ctx, &ctx->FragmentProgram._Current, NULL);
      _mesa_reference_fragprog(ctx, &ctx->FragmentProgram._TexEnvProgram,
			       NULL);
   }

   if (gsProg && gsProg->LinkStatus
       && gsProg->_LinkedShaders[MESA_SHADER_GEOMETRY]) {
      /* Use GLSL geometry shader */
      _mesa_reference_geomprog(ctx, &ctx->GeometryProgram._Current,
			       gl_geometry_program(gsProg->_LinkedShaders[MESA_SHADER_GEOMETRY]->Program));
   } else {
      /* No geometry program */
      _mesa_reference_geomprog(ctx, &ctx->GeometryProgram._Current, NULL);
   }

   /* Examine vertex program after fragment program as
    * _mesa_get_fixed_func_vertex_program() needs to know active
    * fragprog inputs.
    */
   if (vsProg && vsProg->LinkStatus
       && vsProg->_LinkedShaders[MESA_SHADER_VERTEX]) {
      /* Use GLSL vertex shader */
      _mesa_reference_vertprog(ctx, &ctx->VertexProgram._Current,
			       gl_vertex_program(vsProg->_LinkedShaders[MESA_SHADER_VERTEX]->Program));
   }
   else if (ctx->VertexProgram._Enabled) {
      /* Use user-defined vertex program */
      _mesa_reference_vertprog(ctx, &ctx->VertexProgram._Current,
                               ctx->VertexProgram.Current);
   }
   else if (ctx->VertexProgram._MaintainTnlProgram) {
      /* Use vertex program generated from fixed-function state */
      _mesa_reference_vertprog(ctx, &ctx->VertexProgram._Current,
                               _mesa_get_fixed_func_vertex_program(ctx));
      _mesa_reference_vertprog(ctx, &ctx->VertexProgram._TnlProgram,
                               ctx->VertexProgram._Current);
   }
   else {
      /* no vertex program */
      _mesa_reference_vertprog(ctx, &ctx->VertexProgram._Current, NULL);
   }

   if (csProg && csProg->LinkStatus
       && csProg->_LinkedShaders[MESA_SHADER_COMPUTE]) {
      /* Use GLSL compute shader */
      _mesa_reference_compprog(ctx, &ctx->ComputeProgram._Current,
                               gl_compute_program(csProg->_LinkedShaders[MESA_SHADER_COMPUTE]->Program));
   } else {
      /* no compute program */
      _mesa_reference_compprog(ctx, &ctx->ComputeProgram._Current, NULL);
   }

   /* Let the driver know what's happening:
    */
   if (ctx->FragmentProgram._Current != prevFP) {
      new_state |= _NEW_PROGRAM;
      if (ctx->Driver.BindProgram) {
         ctx->Driver.BindProgram(ctx, GL_FRAGMENT_PROGRAM_ARB,
                          (struct gl_program *) ctx->FragmentProgram._Current);
      }
   }

   if (ctx->GeometryProgram._Current != prevGP) {
      new_state |= _NEW_PROGRAM;
      if (ctx->Driver.BindProgram) {
         ctx->Driver.BindProgram(ctx, GL_GEOMETRY_PROGRAM_NV,
                            (struct gl_program *) ctx->GeometryProgram._Current);
      }
   }

   if (ctx->VertexProgram._Current != prevVP) {
      new_state |= _NEW_PROGRAM;
      if (ctx->Driver.BindProgram) {
         ctx->Driver.BindProgram(ctx, GL_VERTEX_PROGRAM_ARB,
                            (struct gl_program *) ctx->VertexProgram._Current);
      }
   }

   if (ctx->ComputeProgram._Current != prevCP) {
      new_state |= _NEW_PROGRAM;
      if (ctx->Driver.BindProgram) {
         ctx->Driver.BindProgram(ctx, GL_COMPUTE_PROGRAM_NV,
                                 (struct gl_program *) ctx->ComputeProgram._Current);
      }
   }

   return new_state;
}
Beispiel #2
0
/**
 * Update vertex/fragment program state.  In particular, update these fields:
 *   ctx->VertexProgram._Current
 *   ctx->VertexProgram._TnlProgram,
 * These point to the highest priority enabled vertex/fragment program or are
 * NULL if fixed-function processing is to be done.
 *
 * This function needs to be called after texture state validation in case
 * we're generating a fragment program from fixed-function texture state.
 *
 * \return bitfield which will indicate _NEW_PROGRAM state if a new vertex
 * or fragment program is being used.
 */
static GLbitfield
update_program(GLcontext *ctx)
{
   const struct gl_shader_program *shProg = ctx->Shader.CurrentProgram;
   const struct gl_vertex_program *prevVP = ctx->VertexProgram._Current;
   const struct gl_fragment_program *prevFP = ctx->FragmentProgram._Current;
   GLbitfield new_state = 0x0;

   /*
    * Set the ctx->VertexProgram._Current and ctx->FragmentProgram._Current
    * pointers to the programs that should be used for rendering.  If either
    * is NULL, use fixed-function code paths.
    *
    * These programs may come from several sources.  The priority is as
    * follows:
    *   1. OpenGL 2.0/ARB vertex/fragment shaders
    *   2. ARB/NV vertex/fragment programs
    *   3. Programs derived from fixed-function state.
    *
    * Note: it's possible for a vertex shader to get used with a fragment
    * program (and vice versa) here, but in practice that shouldn't ever
    * come up, or matter.
    */

   if (shProg && shProg->LinkStatus && shProg->FragmentProgram) {
      /* Use shader programs */
      _mesa_reference_fragprog(ctx, &ctx->FragmentProgram._Current,
                               shProg->FragmentProgram);
   }
   else if (ctx->FragmentProgram._Enabled) {
      /* use user-defined vertex program */
      _mesa_reference_fragprog(ctx, &ctx->FragmentProgram._Current,
                               ctx->FragmentProgram.Current);
   }
   else if (ctx->FragmentProgram._MaintainTexEnvProgram) {
      /* Use fragment program generated from fixed-function state.
       */
      _mesa_reference_fragprog(ctx, &ctx->FragmentProgram._Current,
                               _mesa_get_fixed_func_fragment_program(ctx));
      _mesa_reference_fragprog(ctx, &ctx->FragmentProgram._TexEnvProgram,
                               ctx->FragmentProgram._Current);
   }
   else {
      /* no fragment program */
      _mesa_reference_fragprog(ctx, &ctx->FragmentProgram._Current, NULL);
   }

   /* Examine vertex program after fragment program as
    * _mesa_get_fixed_func_vertex_program() needs to know active
    * fragprog inputs.
    */
   if (shProg && shProg->LinkStatus && shProg->VertexProgram) {
      /* Use shader programs */
      _mesa_reference_vertprog(ctx, &ctx->VertexProgram._Current,
                            shProg->VertexProgram);
   }
   else if (ctx->VertexProgram._Enabled) {
      /* use user-defined vertex program */
      _mesa_reference_vertprog(ctx, &ctx->VertexProgram._Current,
                               ctx->VertexProgram.Current);
   }
   else if (ctx->VertexProgram._MaintainTnlProgram) {
      /* Use vertex program generated from fixed-function state.
       */
      _mesa_reference_vertprog(ctx, &ctx->VertexProgram._Current,
                               _mesa_get_fixed_func_vertex_program(ctx));
      _mesa_reference_vertprog(ctx, &ctx->VertexProgram._TnlProgram,
                               ctx->VertexProgram._Current);
   }
   else {
      /* no vertex program */
      _mesa_reference_vertprog(ctx, &ctx->VertexProgram._Current, NULL);
   }

   /* Let the driver know what's happening:
    */
   if (ctx->FragmentProgram._Current != prevFP) {
      new_state |= _NEW_PROGRAM;
      if (ctx->Driver.BindProgram) {
         ctx->Driver.BindProgram(ctx, GL_FRAGMENT_PROGRAM_ARB,
                          (struct gl_program *) ctx->FragmentProgram._Current);
      }
   }
   
   if (ctx->VertexProgram._Current != prevVP) {
      new_state |= _NEW_PROGRAM;
      if (ctx->Driver.BindProgram) {
         ctx->Driver.BindProgram(ctx, GL_VERTEX_PROGRAM_ARB,
                            (struct gl_program *) ctx->VertexProgram._Current);
      }
   }

   return new_state;
}
Beispiel #3
0
/**
 * Update the ctx->*Program._Current pointers to point to the
 * current/active programs.
 *
 * Programs may come from 3 sources: GLSL shaders, ARB/NV_vertex/fragment
 * programs or programs derived from fixed-function state.
 *
 * This function needs to be called after texture state validation in case
 * we're generating a fragment program from fixed-function texture state.
 *
 * \return bitfield which will indicate _NEW_PROGRAM state if a new vertex
 * or fragment program is being used.
 */
static GLbitfield
update_program(struct gl_context *ctx)
{
   struct gl_program *vsProg =
      ctx->_Shader->CurrentProgram[MESA_SHADER_VERTEX];
   struct gl_program *tcsProg =
      ctx->_Shader->CurrentProgram[MESA_SHADER_TESS_CTRL];
   struct gl_program *tesProg =
      ctx->_Shader->CurrentProgram[MESA_SHADER_TESS_EVAL];
   struct gl_program *gsProg =
      ctx->_Shader->CurrentProgram[MESA_SHADER_GEOMETRY];
   struct gl_program *fsProg =
      ctx->_Shader->CurrentProgram[MESA_SHADER_FRAGMENT];
   struct gl_program *csProg =
      ctx->_Shader->CurrentProgram[MESA_SHADER_COMPUTE];
   const struct gl_program *prevVP = ctx->VertexProgram._Current;
   const struct gl_program *prevFP = ctx->FragmentProgram._Current;
   const struct gl_program *prevGP = ctx->GeometryProgram._Current;
   const struct gl_program *prevTCP = ctx->TessCtrlProgram._Current;
   const struct gl_program *prevTEP = ctx->TessEvalProgram._Current;
   const struct gl_program *prevCP = ctx->ComputeProgram._Current;

   /*
    * Set the ctx->VertexProgram._Current and ctx->FragmentProgram._Current
    * pointers to the programs that should be used for rendering.  If either
    * is NULL, use fixed-function code paths.
    *
    * These programs may come from several sources.  The priority is as
    * follows:
    *   1. OpenGL 2.0/ARB vertex/fragment shaders
    *   2. ARB/NV vertex/fragment programs
    *   3. ATI fragment shader
    *   4. Programs derived from fixed-function state.
    *
    * Note: it's possible for a vertex shader to get used with a fragment
    * program (and vice versa) here, but in practice that shouldn't ever
    * come up, or matter.
    */

   if (fsProg) {
      /* Use GLSL fragment shader */
      _mesa_reference_program(ctx, &ctx->FragmentProgram._Current, fsProg);
      _mesa_reference_program(ctx, &ctx->FragmentProgram._TexEnvProgram,
                              NULL);
   }
   else if (_mesa_arb_fragment_program_enabled(ctx)) {
      /* Use user-defined fragment program */
      _mesa_reference_program(ctx, &ctx->FragmentProgram._Current,
                              ctx->FragmentProgram.Current);
      _mesa_reference_program(ctx, &ctx->FragmentProgram._TexEnvProgram,
			      NULL);
   }
   else if (_mesa_ati_fragment_shader_enabled(ctx) &&
            ctx->ATIFragmentShader.Current->Program) {
       /* Use the enabled ATI fragment shader's associated program */
      _mesa_reference_program(ctx, &ctx->FragmentProgram._Current,
                              ctx->ATIFragmentShader.Current->Program);
      _mesa_reference_program(ctx, &ctx->FragmentProgram._TexEnvProgram,
                              NULL);
   }
   else if (ctx->FragmentProgram._MaintainTexEnvProgram) {
      /* Use fragment program generated from fixed-function state */
      struct gl_shader_program *f = _mesa_get_fixed_func_fragment_program(ctx);

      _mesa_reference_program(ctx, &ctx->FragmentProgram._Current,
			      f->_LinkedShaders[MESA_SHADER_FRAGMENT]->Program);
      _mesa_reference_program(ctx, &ctx->FragmentProgram._TexEnvProgram,
			      f->_LinkedShaders[MESA_SHADER_FRAGMENT]->Program);
   }
   else {
      /* No fragment program */
      _mesa_reference_program(ctx, &ctx->FragmentProgram._Current, NULL);
      _mesa_reference_program(ctx, &ctx->FragmentProgram._TexEnvProgram,
			      NULL);
   }

   if (gsProg) {
      /* Use GLSL geometry shader */
      _mesa_reference_program(ctx, &ctx->GeometryProgram._Current, gsProg);
   } else {
      /* No geometry program */
      _mesa_reference_program(ctx, &ctx->GeometryProgram._Current, NULL);
   }

   if (tesProg) {
      /* Use GLSL tessellation evaluation shader */
      _mesa_reference_program(ctx, &ctx->TessEvalProgram._Current, tesProg);
   }
   else {
      /* No tessellation evaluation program */
      _mesa_reference_program(ctx, &ctx->TessEvalProgram._Current, NULL);
   }

   if (tcsProg) {
      /* Use GLSL tessellation control shader */
      _mesa_reference_program(ctx, &ctx->TessCtrlProgram._Current, tcsProg);
   }
   else {
      /* No tessellation control program */
      _mesa_reference_program(ctx, &ctx->TessCtrlProgram._Current, NULL);
   }

   /* Examine vertex program after fragment program as
    * _mesa_get_fixed_func_vertex_program() needs to know active
    * fragprog inputs.
    */
   if (vsProg) {
      /* Use GLSL vertex shader */
      assert(VP_MODE_SHADER == ctx->VertexProgram._VPMode);
      _mesa_reference_program(ctx, &ctx->VertexProgram._Current, vsProg);
   }
   else if (_mesa_arb_vertex_program_enabled(ctx)) {
      /* Use user-defined vertex program */
      assert(VP_MODE_SHADER == ctx->VertexProgram._VPMode);
      _mesa_reference_program(ctx, &ctx->VertexProgram._Current,
                              ctx->VertexProgram.Current);
   }
   else if (ctx->VertexProgram._MaintainTnlProgram) {
      /* Use vertex program generated from fixed-function state */
      assert(VP_MODE_FF == ctx->VertexProgram._VPMode);
      _mesa_reference_program(ctx, &ctx->VertexProgram._Current,
                              _mesa_get_fixed_func_vertex_program(ctx));
      _mesa_reference_program(ctx, &ctx->VertexProgram._TnlProgram,
                              ctx->VertexProgram._Current);
   }
   else {
      /* no vertex program */
      assert(VP_MODE_FF == ctx->VertexProgram._VPMode);
      _mesa_reference_program(ctx, &ctx->VertexProgram._Current, NULL);
   }

   if (csProg) {
      /* Use GLSL compute shader */
      _mesa_reference_program(ctx, &ctx->ComputeProgram._Current, csProg);
   } else {
      /* no compute program */
      _mesa_reference_program(ctx, &ctx->ComputeProgram._Current, NULL);
   }

   /* Let the driver know what's happening:
    */
   if (ctx->FragmentProgram._Current != prevFP ||
       ctx->VertexProgram._Current != prevVP ||
       ctx->GeometryProgram._Current != prevGP ||
       ctx->TessEvalProgram._Current != prevTEP ||
       ctx->TessCtrlProgram._Current != prevTCP ||
       ctx->ComputeProgram._Current != prevCP)
      return _NEW_PROGRAM;

   return 0;
}