Ejemplo n.º 1
0
/**
 * Print all of a program's parameters/fields to given file.
 */
static void
_mesa_fprint_program_parameters(FILE *f,
                                GLcontext *ctx,
                                const struct gl_program *prog)
{
   GLuint i;

   _mesa_fprintf(f, "InputsRead: 0x%x\n", prog->InputsRead);
   _mesa_fprintf(f, "OutputsWritten: 0x%x\n", prog->OutputsWritten);
   _mesa_fprintf(f, "NumInstructions=%d\n", prog->NumInstructions);
   _mesa_fprintf(f, "NumTemporaries=%d\n", prog->NumTemporaries);
   _mesa_fprintf(f, "NumParameters=%d\n", prog->NumParameters);
   _mesa_fprintf(f, "NumAttributes=%d\n", prog->NumAttributes);
   _mesa_fprintf(f, "NumAddressRegs=%d\n", prog->NumAddressRegs);
   _mesa_fprintf(f, "Samplers=[ ");
   for (i = 0; i < MAX_SAMPLERS; i++) {
      _mesa_fprintf(f, "%d ", prog->SamplerUnits[i]);
   }
   _mesa_fprintf(f, "]\n");

   _mesa_load_state_parameters(ctx, prog->Parameters);

#if 0
   _mesa_fprintf(f, "Local Params:\n");
   for (i = 0; i < MAX_PROGRAM_LOCAL_PARAMS; i++){
      const GLfloat *p = prog->LocalParams[i];
      _mesa_fprintf(f, "%2d: %f, %f, %f, %f\n", i, p[0], p[1], p[2], p[3]);
   }
#endif	
   _mesa_print_parameter_list(prog->Parameters);
}
Ejemplo n.º 2
0
/**
 * Pass the given program parameters to the graphics pipe as a
 * constant buffer.
 * \param shader_type  either PIPE_SHADER_VERTEX or PIPE_SHADER_FRAGMENT
 */
void st_upload_constants( struct st_context *st,
                          struct gl_program_parameter_list *params,
                          unsigned shader_type)
{
   assert(shader_type == PIPE_SHADER_VERTEX ||
          shader_type == PIPE_SHADER_FRAGMENT ||
          shader_type == PIPE_SHADER_GEOMETRY ||
          shader_type == PIPE_SHADER_TESS_CTRL ||
          shader_type == PIPE_SHADER_TESS_EVAL);

   /* update constants */
   if (params && params->NumParameters) {
      struct pipe_constant_buffer cb;
      const uint paramBytes = params->NumParameters * sizeof(GLfloat) * 4;

      /* Update the constants which come from fixed-function state, such as
       * transformation matrices, fog factors, etc.  The rest of the values in
       * the parameters list are explicitly set by the user with glUniform,
       * glProgramParameter(), etc.
       */
      if (params->StateFlags)
         _mesa_load_state_parameters(st->ctx, params);

      /* We always need to get a new buffer, to keep the drivers simple and
       * avoid gratuitous rendering synchronization.
       * Let's use a user buffer to avoid an unnecessary copy.
       */
      if (st->constbuf_uploader) {
         cb.buffer = NULL;
         cb.user_buffer = NULL;
         u_upload_data(st->constbuf_uploader, 0, paramBytes,
                       params->ParameterValues, &cb.buffer_offset, &cb.buffer);
         u_upload_unmap(st->constbuf_uploader);
      } else {
         cb.buffer = NULL;
         cb.user_buffer = params->ParameterValues;
         cb.buffer_offset = 0;
      }
      cb.buffer_size = paramBytes;

      if (ST_DEBUG & DEBUG_CONSTANTS) {
         debug_printf("%s(shader=%d, numParams=%d, stateFlags=0x%x)\n",
                      __func__, shader_type, params->NumParameters,
                      params->StateFlags);
         _mesa_print_parameter_list(params);
      }

      cso_set_constant_buffer(st->cso_context, shader_type, 0, &cb);
      pipe_resource_reference(&cb.buffer, NULL);

      st->state.constants[shader_type].ptr = params->ParameterValues;
      st->state.constants[shader_type].size = paramBytes;
   }
   else if (st->state.constants[shader_type].ptr) {
      /* Unbind. */
      st->state.constants[shader_type].ptr = NULL;
      st->state.constants[shader_type].size = 0;
      cso_set_constant_buffer(st->cso_context, shader_type, 0, NULL);
   }
}
Ejemplo n.º 3
0
/**
 * Make fragment shader for glDraw/CopyPixels.  This shader is made
 * by combining the pixel transfer shader with the user-defined shader.
 * \param fpIn  the current/incoming fragment program
 * \param fpOut  returns the combined fragment program
 */
void
st_make_drawpix_fragment_program(struct st_context *st,
                                 struct gl_fragment_program *fpIn,
                                 struct gl_fragment_program **fpOut)
{
   struct gl_program *newProg;

   if (is_passthrough_program(fpIn)) {
      newProg = (struct gl_program *) _mesa_clone_fragment_program(st->ctx,
                                             &st->pixel_xfer.program->Base);
   }
   else {
#if 0
      /* debug */
      printf("Base program:\n");
      _mesa_print_program(&fpIn->Base);
      printf("DrawPix program:\n");
      _mesa_print_program(&st->pixel_xfer.program->Base.Base);
#endif
      newProg = _mesa_combine_programs(st->ctx,
                                       &st->pixel_xfer.program->Base.Base,
                                       &fpIn->Base);
   }

#if 0
   /* debug */
   printf("Combined DrawPixels program:\n");
   _mesa_print_program(newProg);
   printf("InputsRead: 0x%x\n", newProg->InputsRead);
   printf("OutputsWritten: 0x%x\n", newProg->OutputsWritten);
   _mesa_print_parameter_list(newProg->Parameters);
#endif

   *fpOut = (struct gl_fragment_program *) newProg;
}
Ejemplo n.º 4
0
/**
 * Print current state.  May be called from inside gdb to see currently
 * bound vertex/fragment shaders and associated constants.
 */
void
st_print_current(void)
{
   GET_CURRENT_CONTEXT(ctx);
   struct st_context *st = ctx->st;

#if 0
   int i;

   printf("Vertex Transform Inputs:\n");
   for (i = 0; i < st->vp->state.num_inputs; i++) {
      printf("  Slot %d:  VERT_ATTRIB_%d\n", i, st->vp->index_to_input[i]);
   }
#endif

   tgsi_dump( st->vp->state.tokens, 0 );
   if (st->vp->Base.Base.Parameters)
      _mesa_print_parameter_list(st->vp->Base.Base.Parameters);

   tgsi_dump( st->fp->state.tokens, 0 );
   if (st->fp->Base.Base.Parameters)
      _mesa_print_parameter_list(st->fp->Base.Base.Parameters);
}
Ejemplo n.º 5
0
/**
 * Pass the given program parameters to the graphics pipe as a
 * constant buffer.
 * \param shader_type  either PIPE_SHADER_VERTEX or PIPE_SHADER_FRAGMENT
 */
void st_upload_constants( struct st_context *st,
                          struct gl_program_parameter_list *params,
                          unsigned shader_type)
{
   struct pipe_context *pipe = st->pipe;
   struct pipe_resource **cbuf = &st->state.constants[shader_type];

   assert(shader_type == PIPE_SHADER_VERTEX ||
          shader_type == PIPE_SHADER_FRAGMENT ||
          shader_type == PIPE_SHADER_GEOMETRY);

   /* update constants */
   if (params && params->NumParameters) {
      const uint paramBytes = params->NumParameters * sizeof(GLfloat) * 4;

      _mesa_load_state_parameters(st->ctx, params);

      /* We always need to get a new buffer, to keep the drivers simple and
       * avoid gratuitous rendering synchronization.
       */
      pipe_resource_reference(cbuf, NULL );
      *cbuf = pipe_buffer_create(pipe->screen,
				 PIPE_BIND_CONSTANT_BUFFER,
				 paramBytes );

      if (ST_DEBUG & DEBUG_CONSTANTS) {
	 debug_printf("%s(shader=%d, numParams=%d, stateFlags=0x%x)\n", 
                      __FUNCTION__, shader_type, params->NumParameters,
                      params->StateFlags);
         _mesa_print_parameter_list(params);
      }

      /* load Mesa constants into the constant buffer */
      pipe_buffer_write(st->pipe, *cbuf,
				    0, paramBytes,
				    params->ParameterValues);

      st->pipe->set_constant_buffer(st->pipe, shader_type, 0, *cbuf);
   }
   else {
      st->constants.tracked_state[shader_type].dirty.mesa = 0x0;
   }
}
Ejemplo n.º 6
0
/**
 * Combine basic bitmap fragment program with the user-defined program.
 * \param st  current context
 * \param fpIn  the incoming fragment program
 * \param fpOut  the new fragment program which does fragment culling
 * \param bitmap_sampler  sampler number for the bitmap texture
 */
void
st_make_bitmap_fragment_program(struct st_context *st,
                                struct gl_fragment_program *fpIn,
                                struct gl_fragment_program **fpOut,
                                GLuint *bitmap_sampler)
{
   struct st_fragment_program *bitmap_prog;
   struct st_fragment_program *stfpIn = (struct st_fragment_program *) fpIn;
   struct gl_program *newProg;
   uint sampler;

   /*
    * Generate new program which is the user-defined program prefixed
    * with the bitmap sampler/kill instructions.
    */
   sampler = find_free_bit(fpIn->Base.SamplersUsed);
   
   if (stfpIn->glsl_to_tgsi)
      newProg = make_bitmap_fragment_program_glsl(st, stfpIn, sampler);
   else {
      bitmap_prog = make_bitmap_fragment_program(st->ctx, sampler);

      newProg = _mesa_combine_programs(st->ctx,
                                       &bitmap_prog->Base.Base,
                                       &fpIn->Base);
      /* done with this after combining */
      st_reference_fragprog(st, &bitmap_prog, NULL);
   }

#if 0
   {
      printf("Combined bitmap program:\n");
      _mesa_print_program(newProg);
      printf("InputsRead: 0x%x\n", newProg->InputsRead);
      printf("OutputsWritten: 0x%x\n", newProg->OutputsWritten);
      _mesa_print_parameter_list(newProg->Parameters);
   }
#endif

   /* return results */
   *fpOut = (struct gl_fragment_program *) newProg;
   *bitmap_sampler = sampler;
}
Ejemplo n.º 7
0
/**
 * Pass the given program parameters to the graphics pipe as a
 * constant buffer.
 * \param id  either PIPE_SHADER_VERTEX or PIPE_SHADER_FRAGMENT
 */
void st_upload_constants( struct st_context *st,
                          struct gl_program_parameter_list *params,
                          unsigned id)
{
   struct pipe_context *pipe = st->pipe;
   struct pipe_constant_buffer *cbuf = &st->state.constants[id];

   assert(id == PIPE_SHADER_VERTEX || id == PIPE_SHADER_FRAGMENT);

   /* update constants */
   if (params && params->NumParameters) {
      const uint paramBytes = params->NumParameters * sizeof(GLfloat) * 4;

      _mesa_load_state_parameters(st->ctx, params);

      /* We always need to get a new buffer, to keep the drivers simple and
       * avoid gratuitous rendering synchronization.
       */
      pipe_buffer_reference(&cbuf->buffer, NULL );
      cbuf->buffer = pipe_buffer_create(pipe->screen, 16, PIPE_BUFFER_USAGE_CONSTANT,
					paramBytes );

      if (0)
      {
	 printf("%s(shader=%d, numParams=%d, stateFlags=0x%x)\n", 
                __FUNCTION__, id, params->NumParameters, params->StateFlags);
         _mesa_print_parameter_list(params);
      }

      /* load Mesa constants into the constant buffer */
      if (cbuf->buffer)
         st_no_flush_pipe_buffer_write(st, cbuf->buffer,
				       0, paramBytes,
				       params->ParameterValues);

      st->pipe->set_constant_buffer(st->pipe, id, 0, cbuf);
   }
   else {
      st->constants.tracked_state[id].dirty.mesa = 0;
      //  st->pipe->set_constant_buffer(st->pipe, id, 0, NULL);
   }
}
Ejemplo n.º 8
0
/**
 * Print all of a program's parameters/fields to given file.
 */
static void
_mesa_fprint_program_parameters(FILE *f,
                                struct gl_context *ctx,
                                const struct gl_program *prog)
{
   GLuint i;

   fprintf(f, "InputsRead: 0x%llx (0b%s)\n",
           (unsigned long long) prog->InputsRead, binary(prog->InputsRead));
   fprintf(f, "OutputsWritten: 0x%llx (0b%s)\n",
                 (unsigned long long)prog->OutputsWritten, 
		 binary(prog->OutputsWritten));
   fprintf(f, "NumInstructions=%d\n", prog->NumInstructions);
   fprintf(f, "NumTemporaries=%d\n", prog->NumTemporaries);
   fprintf(f, "NumParameters=%d\n", prog->NumParameters);
   fprintf(f, "NumAttributes=%d\n", prog->NumAttributes);
   fprintf(f, "NumAddressRegs=%d\n", prog->NumAddressRegs);
   fprintf(f, "IndirectRegisterFiles: 0x%x (0b%s)\n",
           prog->IndirectRegisterFiles, binary(prog->IndirectRegisterFiles));
   fprintf(f, "SamplersUsed: 0x%x (0b%s)\n",
                 prog->SamplersUsed, binary(prog->SamplersUsed));
   fprintf(f, "Samplers=[ ");
   for (i = 0; i < MAX_SAMPLERS; i++) {
      fprintf(f, "%d ", prog->SamplerUnits[i]);
   }
   fprintf(f, "]\n");

   _mesa_load_state_parameters(ctx, prog->Parameters);

#if 0
   fprintf(f, "Local Params:\n");
   for (i = 0; i < MAX_PROGRAM_LOCAL_PARAMS; i++){
      const GLfloat *p = prog->LocalParams[i];
      fprintf(f, "%2d: %f, %f, %f, %f\n", i, p[0], p[1], p[2], p[3]);
   }
#endif	
   _mesa_print_parameter_list(prog->Parameters);
}
Ejemplo n.º 9
0
/**
 * Pass the given program parameters to the graphics pipe as a
 * constant buffer.
 */
void st_upload_constants(struct st_context *st, struct gl_program *prog)
{
   gl_shader_stage stage = prog->info.stage;
   struct gl_program_parameter_list *params = prog->Parameters;
   enum pipe_shader_type shader_type = pipe_shader_type_from_mesa(stage);

   assert(shader_type == PIPE_SHADER_VERTEX ||
          shader_type == PIPE_SHADER_FRAGMENT ||
          shader_type == PIPE_SHADER_GEOMETRY ||
          shader_type == PIPE_SHADER_TESS_CTRL ||
          shader_type == PIPE_SHADER_TESS_EVAL ||
          shader_type == PIPE_SHADER_COMPUTE);

   /* update the ATI constants before rendering */
   if (shader_type == PIPE_SHADER_FRAGMENT && st->fp->ati_fs) {
      struct ati_fragment_shader *ati_fs = st->fp->ati_fs;
      unsigned c;

      for (c = 0; c < MAX_NUM_FRAGMENT_CONSTANTS_ATI; c++) {
         if (ati_fs->LocalConstDef & (1 << c))
            memcpy(params->ParameterValues[c],
                   ati_fs->Constants[c], sizeof(GLfloat) * 4);
         else
            memcpy(params->ParameterValues[c],
                   st->ctx->ATIFragmentShader.GlobalConstants[c], sizeof(GLfloat) * 4);
      }
   }

   /* Make all bindless samplers/images bound texture/image units resident in
    * the context.
    */
   st_make_bound_samplers_resident(st, prog);
   st_make_bound_images_resident(st, prog);

   /* update constants */
   if (params && params->NumParameters) {
      struct pipe_constant_buffer cb;
      const uint paramBytes = params->NumParameters * sizeof(GLfloat) * 4;

      /* Update the constants which come from fixed-function state, such as
       * transformation matrices, fog factors, etc.  The rest of the values in
       * the parameters list are explicitly set by the user with glUniform,
       * glProgramParameter(), etc.
       */
      if (params->StateFlags)
         _mesa_load_state_parameters(st->ctx, params);

      _mesa_shader_write_subroutine_indices(st->ctx, stage);

      cb.buffer = NULL;
      cb.user_buffer = params->ParameterValues;
      cb.buffer_offset = 0;
      cb.buffer_size = paramBytes;

      if (ST_DEBUG & DEBUG_CONSTANTS) {
         debug_printf("%s(shader=%d, numParams=%d, stateFlags=0x%x)\n",
                      __func__, shader_type, params->NumParameters,
                      params->StateFlags);
         _mesa_print_parameter_list(params);
      }

      cso_set_constant_buffer(st->cso_context, shader_type, 0, &cb);
      pipe_resource_reference(&cb.buffer, NULL);

      st->state.constants[shader_type].ptr = params->ParameterValues;
      st->state.constants[shader_type].size = paramBytes;
   }
   else if (st->state.constants[shader_type].ptr) {
      /* Unbind. */
      st->state.constants[shader_type].ptr = NULL;
      st->state.constants[shader_type].size = 0;
      cso_set_constant_buffer(st->cso_context, shader_type, 0, NULL);
   }
}
Ejemplo n.º 10
0
/**
 * Shader linker.  Currently:
 *
 * 1. The last attached vertex shader and fragment shader are linked.
 * 2. Varying vars in the two shaders are combined so their locations
 *    agree between the vertex and fragment stages.  They're treated as
 *    vertex program output attribs and as fragment program input attribs.
 * 3. The vertex and fragment programs are cloned and modified to update
 *    src/dst register references so they use the new, linked varying
 *    storage locations.
 */
void
_slang_link(GLcontext *ctx,
            GLhandleARB programObj,
            struct gl_shader_program *shProg)
{
   const struct gl_vertex_program *vertProg = NULL;
   const struct gl_fragment_program *fragProg = NULL;
   GLboolean vertNotify = GL_TRUE, fragNotify = GL_TRUE;
   GLuint numSamplers = 0;
   GLuint i;

   _mesa_clear_shader_program_data(ctx, shProg);

   /* Initialize LinkStatus to "success".  Will be cleared if error. */
   shProg->LinkStatus = GL_TRUE;

   /* check that all programs compiled successfully */
   for (i = 0; i < shProg->NumShaders; i++) {
      if (!shProg->Shaders[i]->CompileStatus) {
         link_error(shProg, "linking with uncompiled shader\n");
         return;
      }
   }

   shProg->Uniforms = _mesa_new_uniform_list();
   shProg->Varying = _mesa_new_parameter_list();

   /*
    * Find the vertex and fragment shaders which define main()
    */
   {
      struct gl_shader *vertShader, *fragShader;
      vertShader = get_main_shader(ctx, shProg, GL_VERTEX_SHADER);
      fragShader = get_main_shader(ctx, shProg, GL_FRAGMENT_SHADER);
      if (vertShader)
         vertProg = vertex_program(vertShader->Program);
      if (fragShader)
         fragProg = fragment_program(fragShader->Program);
      if (!shProg->LinkStatus)
         return;
   }

#if FEATURE_es2_glsl
   /* must have both a vertex and fragment program for ES2 */
   if (!vertProg) {
      link_error(shProg, "missing vertex shader\n");
      return;
   }
   if (!fragProg) {
      link_error(shProg, "missing fragment shader\n");
      return;
   }
#endif

   /*
    * Make copies of the vertex/fragment programs now since we'll be
    * changing src/dst registers after merging the uniforms and varying vars.
    */
   _mesa_reference_vertprog(ctx, &shProg->VertexProgram, NULL);
   if (vertProg) {
      struct gl_vertex_program *linked_vprog =
         _mesa_clone_vertex_program(ctx, vertProg);
      shProg->VertexProgram = linked_vprog; /* refcount OK */
      /* vertex program ID not significant; just set Id for debugging purposes */
      shProg->VertexProgram->Base.Id = shProg->Name;
      ASSERT(shProg->VertexProgram->Base.RefCount == 1);
   }

   _mesa_reference_fragprog(ctx, &shProg->FragmentProgram, NULL);
   if (fragProg) {
      struct gl_fragment_program *linked_fprog = 
         _mesa_clone_fragment_program(ctx, fragProg);
      shProg->FragmentProgram = linked_fprog; /* refcount OK */
      /* vertex program ID not significant; just set Id for debugging purposes */
      shProg->FragmentProgram->Base.Id = shProg->Name;
      ASSERT(shProg->FragmentProgram->Base.RefCount == 1);
   }

   /* link varying vars */
   if (shProg->VertexProgram) {
      if (!link_varying_vars(ctx, shProg, &shProg->VertexProgram->Base))
         return;
   }
   if (shProg->FragmentProgram) {
      if (!link_varying_vars(ctx, shProg, &shProg->FragmentProgram->Base))
         return;
   }

   /* link uniform vars */
   if (shProg->VertexProgram) {
      if (!link_uniform_vars(ctx, shProg, &shProg->VertexProgram->Base,
                             &numSamplers)) {
         return;
      }
   }
   if (shProg->FragmentProgram) {
      if (!link_uniform_vars(ctx, shProg, &shProg->FragmentProgram->Base,
                             &numSamplers)) {
         return;
      }
   }

   /*_mesa_print_uniforms(shProg->Uniforms);*/

   if (shProg->VertexProgram) {
      if (!_slang_resolve_attributes(shProg, &vertProg->Base,
                                     &shProg->VertexProgram->Base)) {
         return;
      }
   }

   if (shProg->VertexProgram) {
      _slang_update_inputs_outputs(&shProg->VertexProgram->Base);
      _slang_count_temporaries(&shProg->VertexProgram->Base);
      if (!(shProg->VertexProgram->Base.OutputsWritten
	    & BITFIELD64_BIT(VERT_RESULT_HPOS))) {
         /* the vertex program did not compute a vertex position */
         link_error(shProg,
                    "gl_Position was not written by vertex shader\n");
         return;
      }
   }
   if (shProg->FragmentProgram) {
      _slang_count_temporaries(&shProg->FragmentProgram->Base);
      _slang_update_inputs_outputs(&shProg->FragmentProgram->Base);
   }

   /* Check that all the varying vars needed by the fragment shader are
    * actually produced by the vertex shader.
    */
   if (shProg->FragmentProgram) {
      const GLbitfield varyingRead
         = shProg->FragmentProgram->Base.InputsRead >> FRAG_ATTRIB_VAR0;
      const GLbitfield64 varyingWritten = shProg->VertexProgram ?
         shProg->VertexProgram->Base.OutputsWritten >> VERT_RESULT_VAR0 : 0x0;
      if ((varyingRead & varyingWritten) != varyingRead) {
         link_error(shProg,
          "Fragment program using varying vars not written by vertex shader\n");
         return;
      }         
   }

   /* check that gl_FragColor and gl_FragData are not both written to */
   if (shProg->FragmentProgram) {
      const GLbitfield64 outputsWritten =
	 shProg->FragmentProgram->Base.OutputsWritten;
      if ((outputsWritten & BITFIELD64_BIT(FRAG_RESULT_COLOR)) &&
          (outputsWritten >= BITFIELD64_BIT(FRAG_RESULT_DATA0))) {
         link_error(shProg, "Fragment program cannot write both gl_FragColor"
                    " and gl_FragData[].\n");
         return;
      }         
   }


   if (fragProg && shProg->FragmentProgram) {
      /* Compute initial program's TexturesUsed info */
      _mesa_update_shader_textures_used(&shProg->FragmentProgram->Base);

      /* notify driver that a new fragment program has been compiled/linked */
      vertNotify = ctx->Driver.ProgramStringNotify(ctx, GL_FRAGMENT_PROGRAM_ARB,
                                                 &shProg->FragmentProgram->Base);
      if (ctx->Shader.Flags & GLSL_DUMP) {
         printf("Mesa pre-link fragment program:\n");
         _mesa_print_program(&fragProg->Base);
         _mesa_print_program_parameters(ctx, &fragProg->Base);

         printf("Mesa post-link fragment program:\n");
         _mesa_print_program(&shProg->FragmentProgram->Base);
         _mesa_print_program_parameters(ctx, &shProg->FragmentProgram->Base);
      }
   }

   if (vertProg && shProg->VertexProgram) {
      /* Compute initial program's TexturesUsed info */
      _mesa_update_shader_textures_used(&shProg->VertexProgram->Base);

      /* notify driver that a new vertex program has been compiled/linked */
      fragNotify = ctx->Driver.ProgramStringNotify(ctx, GL_VERTEX_PROGRAM_ARB,
                                                   &shProg->VertexProgram->Base);
      if (ctx->Shader.Flags & GLSL_DUMP) {
         printf("Mesa pre-link vertex program:\n");
         _mesa_print_program(&vertProg->Base);
         _mesa_print_program_parameters(ctx, &vertProg->Base);

         printf("Mesa post-link vertex program:\n");
         _mesa_print_program(&shProg->VertexProgram->Base);
         _mesa_print_program_parameters(ctx, &shProg->VertexProgram->Base);
      }
   }

   /* Debug: */
   if (0) {
      if (shProg->VertexProgram)
         _mesa_postprocess_program(ctx, &shProg->VertexProgram->Base);
      if (shProg->FragmentProgram)
         _mesa_postprocess_program(ctx, &shProg->FragmentProgram->Base);
   }

   if (ctx->Shader.Flags & GLSL_DUMP) {
      printf("Varying vars:\n");
      _mesa_print_parameter_list(shProg->Varying);
      if (shProg->InfoLog) {
         printf("Info Log: %s\n", shProg->InfoLog);
      }
   }

   if (!vertNotify || !fragNotify) {
      /* driver rejected one/both of the vertex/fragment programs */
      if (!shProg->InfoLog) {
	 link_error(shProg,
		    "Vertex and/or fragment program rejected by driver\n");
      }
   }
   else {
      shProg->LinkStatus = (shProg->VertexProgram || shProg->FragmentProgram);
   }
}
Ejemplo n.º 11
0
/**
 * Returns a fragment program which implements the current pixel transfer ops.
 */
static struct gl_fragment_program *
get_pixel_transfer_program(GLcontext *ctx, const struct state_key *key)
{
   struct st_context *st = ctx->st;
   struct prog_instruction inst[MAX_INST];
   struct gl_program_parameter_list *params;
   struct gl_fragment_program *fp;
   GLuint ic = 0;
   const GLuint colorTemp = 0;

   fp = (struct gl_fragment_program *)
      ctx->Driver.NewProgram(ctx, GL_FRAGMENT_PROGRAM_ARB, 0);
   if (!fp)
      return NULL;

   params = _mesa_new_parameter_list();

   /*
    * Get initial pixel color from the texture.
    * TEX colorTemp, fragment.texcoord[0], texture[0], 2D;
    */
   _mesa_init_instructions(inst + ic, 1);
   inst[ic].Opcode = OPCODE_TEX;
   inst[ic].DstReg.File = PROGRAM_TEMPORARY;
   inst[ic].DstReg.Index = colorTemp;
   inst[ic].SrcReg[0].File = PROGRAM_INPUT;
   inst[ic].SrcReg[0].Index = FRAG_ATTRIB_TEX0;
   inst[ic].TexSrcUnit = 0;
   inst[ic].TexSrcTarget = TEXTURE_2D_INDEX;
   ic++;
   fp->Base.InputsRead = (1 << FRAG_ATTRIB_TEX0);
   fp->Base.OutputsWritten = (1 << FRAG_RESULT_COLR);
   fp->Base.SamplersUsed = 0x1;  /* sampler 0 (bit 0) is used */

   if (key->scaleAndBias) {
      static const gl_state_index scale_state[STATE_LENGTH] =
         { STATE_INTERNAL, STATE_PT_SCALE, 0, 0, 0 };
      static const gl_state_index bias_state[STATE_LENGTH] =
         { STATE_INTERNAL, STATE_PT_BIAS, 0, 0, 0 };
      GLfloat scale[4], bias[4];
      GLint scale_p, bias_p;

      scale[0] = ctx->Pixel.RedScale;
      scale[1] = ctx->Pixel.GreenScale;
      scale[2] = ctx->Pixel.BlueScale;
      scale[3] = ctx->Pixel.AlphaScale;
      bias[0] = ctx->Pixel.RedBias;
      bias[1] = ctx->Pixel.GreenBias;
      bias[2] = ctx->Pixel.BlueBias;
      bias[3] = ctx->Pixel.AlphaBias;

      scale_p = _mesa_add_state_reference(params, scale_state);
      bias_p = _mesa_add_state_reference(params, bias_state);

      /* MAD colorTemp, colorTemp, scale, bias; */
      _mesa_init_instructions(inst + ic, 1);
      inst[ic].Opcode = OPCODE_MAD;
      inst[ic].DstReg.File = PROGRAM_TEMPORARY;
      inst[ic].DstReg.Index = colorTemp;
      inst[ic].SrcReg[0].File = PROGRAM_TEMPORARY;
      inst[ic].SrcReg[0].Index = colorTemp;
      inst[ic].SrcReg[1].File = PROGRAM_STATE_VAR;
      inst[ic].SrcReg[1].Index = scale_p;
      inst[ic].SrcReg[2].File = PROGRAM_STATE_VAR;
      inst[ic].SrcReg[2].Index = bias_p;
      ic++;
   }

   if (key->pixelMaps) {
      const GLuint temp = 1;

      /* create the colormap/texture now if not already done */
      if (!st->pixel_xfer.pixelmap_texture) {
         st->pixel_xfer.pixelmap_texture = create_color_map_texture(ctx);
      }

      /* with a little effort, we can do four pixel map look-ups with
       * two TEX instructions:
       */

      /* TEX temp.rg, colorTemp.rgba, texture[1], 2D; */
      _mesa_init_instructions(inst + ic, 1);
      inst[ic].Opcode = OPCODE_TEX;
      inst[ic].DstReg.File = PROGRAM_TEMPORARY;
      inst[ic].DstReg.Index = temp;
      inst[ic].DstReg.WriteMask = WRITEMASK_XY; /* write R,G */
      inst[ic].SrcReg[0].File = PROGRAM_TEMPORARY;
      inst[ic].SrcReg[0].Index = colorTemp;
      inst[ic].TexSrcUnit = 1;
      inst[ic].TexSrcTarget = TEXTURE_2D_INDEX;
      ic++;

      /* TEX temp.ba, colorTemp.baba, texture[1], 2D; */
      _mesa_init_instructions(inst + ic, 1);
      inst[ic].Opcode = OPCODE_TEX;
      inst[ic].DstReg.File = PROGRAM_TEMPORARY;
      inst[ic].DstReg.Index = temp;
      inst[ic].DstReg.WriteMask = WRITEMASK_ZW; /* write B,A */
      inst[ic].SrcReg[0].File = PROGRAM_TEMPORARY;
      inst[ic].SrcReg[0].Index = colorTemp;
      inst[ic].SrcReg[0].Swizzle = MAKE_SWIZZLE4(SWIZZLE_Z, SWIZZLE_W,
                                                 SWIZZLE_Z, SWIZZLE_W);
      inst[ic].TexSrcUnit = 1;
      inst[ic].TexSrcTarget = TEXTURE_2D_INDEX;
      ic++;

      /* MOV colorTemp, temp; */
      _mesa_init_instructions(inst + ic, 1);
      inst[ic].Opcode = OPCODE_MOV;
      inst[ic].DstReg.File = PROGRAM_TEMPORARY;
      inst[ic].DstReg.Index = colorTemp;
      inst[ic].SrcReg[0].File = PROGRAM_TEMPORARY;
      inst[ic].SrcReg[0].Index = temp;
      ic++;

      fp->Base.SamplersUsed |= (1 << 1);  /* sampler 1 is used */
   }

   if (key->colorMatrix) {
      static const gl_state_index row0_state[STATE_LENGTH] =
         { STATE_COLOR_MATRIX, 0, 0, 0, 0 };
      static const gl_state_index row1_state[STATE_LENGTH] =
         { STATE_COLOR_MATRIX, 0, 1, 1, 0 };
      static const gl_state_index row2_state[STATE_LENGTH] =
         { STATE_COLOR_MATRIX, 0, 2, 2, 0 };
      static const gl_state_index row3_state[STATE_LENGTH] =
         { STATE_COLOR_MATRIX, 0, 3, 3, 0 };

      GLint row0_p = _mesa_add_state_reference(params, row0_state);
      GLint row1_p = _mesa_add_state_reference(params, row1_state);
      GLint row2_p = _mesa_add_state_reference(params, row2_state);
      GLint row3_p = _mesa_add_state_reference(params, row3_state);
      const GLuint temp = 1;

      /* DP4 temp.x, colorTemp, matrow0; */
      _mesa_init_instructions(inst + ic, 1);
      inst[ic].Opcode = OPCODE_DP4;
      inst[ic].DstReg.File = PROGRAM_TEMPORARY;
      inst[ic].DstReg.Index = temp;
      inst[ic].DstReg.WriteMask = WRITEMASK_X;
      inst[ic].SrcReg[0].File = PROGRAM_TEMPORARY;
      inst[ic].SrcReg[0].Index = colorTemp;
      inst[ic].SrcReg[1].File = PROGRAM_STATE_VAR;
      inst[ic].SrcReg[1].Index = row0_p;
      ic++;

      /* DP4 temp.y, colorTemp, matrow1; */
      _mesa_init_instructions(inst + ic, 1);
      inst[ic].Opcode = OPCODE_DP4;
      inst[ic].DstReg.File = PROGRAM_TEMPORARY;
      inst[ic].DstReg.Index = temp;
      inst[ic].DstReg.WriteMask = WRITEMASK_Y;
      inst[ic].SrcReg[0].File = PROGRAM_TEMPORARY;
      inst[ic].SrcReg[0].Index = colorTemp;
      inst[ic].SrcReg[1].File = PROGRAM_STATE_VAR;
      inst[ic].SrcReg[1].Index = row1_p;
      ic++;

      /* DP4 temp.z, colorTemp, matrow2; */
      _mesa_init_instructions(inst + ic, 1);
      inst[ic].Opcode = OPCODE_DP4;
      inst[ic].DstReg.File = PROGRAM_TEMPORARY;
      inst[ic].DstReg.Index = temp;
      inst[ic].DstReg.WriteMask = WRITEMASK_Z;
      inst[ic].SrcReg[0].File = PROGRAM_TEMPORARY;
      inst[ic].SrcReg[0].Index = colorTemp;
      inst[ic].SrcReg[1].File = PROGRAM_STATE_VAR;
      inst[ic].SrcReg[1].Index = row2_p;
      ic++;

      /* DP4 temp.w, colorTemp, matrow3; */
      _mesa_init_instructions(inst + ic, 1);
      inst[ic].Opcode = OPCODE_DP4;
      inst[ic].DstReg.File = PROGRAM_TEMPORARY;
      inst[ic].DstReg.Index = temp;
      inst[ic].DstReg.WriteMask = WRITEMASK_W;
      inst[ic].SrcReg[0].File = PROGRAM_TEMPORARY;
      inst[ic].SrcReg[0].Index = colorTemp;
      inst[ic].SrcReg[1].File = PROGRAM_STATE_VAR;
      inst[ic].SrcReg[1].Index = row3_p;
      ic++;

      /* MOV colorTemp, temp; */
      _mesa_init_instructions(inst + ic, 1);
      inst[ic].Opcode = OPCODE_MOV;
      inst[ic].DstReg.File = PROGRAM_TEMPORARY;
      inst[ic].DstReg.Index = colorTemp;
      inst[ic].SrcReg[0].File = PROGRAM_TEMPORARY;
      inst[ic].SrcReg[0].Index = temp;
      ic++;
   }

   if (key->colorMatrixPostScaleBias) {
      static const gl_state_index scale_state[STATE_LENGTH] =
         { STATE_INTERNAL, STATE_PT_SCALE, 0, 0, 0 };
      static const gl_state_index bias_state[STATE_LENGTH] =
         { STATE_INTERNAL, STATE_PT_BIAS, 0, 0, 0 };
      GLint scale_param, bias_param;

      scale_param = _mesa_add_state_reference(params, scale_state);
      bias_param = _mesa_add_state_reference(params, bias_state);

      _mesa_init_instructions(inst + ic, 1);
      inst[ic].Opcode = OPCODE_MAD;
      inst[ic].DstReg.File = PROGRAM_TEMPORARY;
      inst[ic].DstReg.Index = colorTemp;
      inst[ic].SrcReg[0].File = PROGRAM_TEMPORARY;
      inst[ic].SrcReg[0].Index = colorTemp;
      inst[ic].SrcReg[1].File = PROGRAM_STATE_VAR;
      inst[ic].SrcReg[1].Index = scale_param;
      inst[ic].SrcReg[2].File = PROGRAM_STATE_VAR;
      inst[ic].SrcReg[2].Index = bias_param;
      ic++;
   }

   /* Modify last instruction's dst reg to write to result.color */
   {
      struct prog_instruction *last = &inst[ic - 1];
      last->DstReg.File = PROGRAM_OUTPUT;
      last->DstReg.Index = FRAG_RESULT_COLR;
   }

   /* END; */
   _mesa_init_instructions(inst + ic, 1);
   inst[ic].Opcode = OPCODE_END;
   ic++;

   assert(ic <= MAX_INST);


   fp->Base.Instructions = _mesa_alloc_instructions(ic);
   if (!fp->Base.Instructions) {
      _mesa_error(ctx, GL_OUT_OF_MEMORY,
                  "generating pixel transfer program");
      return NULL;
   }

   _mesa_copy_instructions(fp->Base.Instructions, inst, ic);
   fp->Base.NumInstructions = ic;
   fp->Base.Parameters = params;

#if 0
   printf("========= pixel transfer prog\n");
   _mesa_print_program(&fp->Base);
   _mesa_print_parameter_list(fp->Base.Parameters);
#endif

   return fp;
}
Ejemplo n.º 12
0
/**
 * Pass the given program parameters to the graphics pipe as a
 * constant buffer.
 * \param shader_type  either PIPE_SHADER_VERTEX or PIPE_SHADER_FRAGMENT
 */
void st_upload_constants( struct st_context *st,
                          struct gl_program_parameter_list *params,
                          gl_shader_stage stage)
{
   enum pipe_shader_type shader_type = st_shader_stage_to_ptarget(stage);

   assert(shader_type == PIPE_SHADER_VERTEX ||
          shader_type == PIPE_SHADER_FRAGMENT ||
          shader_type == PIPE_SHADER_GEOMETRY ||
          shader_type == PIPE_SHADER_TESS_CTRL ||
          shader_type == PIPE_SHADER_TESS_EVAL ||
          shader_type == PIPE_SHADER_COMPUTE);

   /* update the ATI constants before rendering */
   if (shader_type == PIPE_SHADER_FRAGMENT && st->fp->ati_fs) {
      struct ati_fragment_shader *ati_fs = st->fp->ati_fs;
      unsigned c;

      for (c = 0; c < MAX_NUM_FRAGMENT_CONSTANTS_ATI; c++) {
         if (ati_fs->LocalConstDef & (1 << c))
            memcpy(params->ParameterValues[c],
                   ati_fs->Constants[c], sizeof(GLfloat) * 4);
         else
            memcpy(params->ParameterValues[c],
                   st->ctx->ATIFragmentShader.GlobalConstants[c], sizeof(GLfloat) * 4);
      }
   }

   /* update constants */
   if (params && params->NumParameters) {
      struct pipe_constant_buffer cb;
      const uint paramBytes = params->NumParameters * sizeof(GLfloat) * 4;

      /* Update the constants which come from fixed-function state, such as
       * transformation matrices, fog factors, etc.  The rest of the values in
       * the parameters list are explicitly set by the user with glUniform,
       * glProgramParameter(), etc.
       */
      if (params->StateFlags)
         _mesa_load_state_parameters(st->ctx, params);

      _mesa_shader_write_subroutine_indices(st->ctx, stage);

      /* We always need to get a new buffer, to keep the drivers simple and
       * avoid gratuitous rendering synchronization.
       * Let's use a user buffer to avoid an unnecessary copy.
       */
      if (st->constbuf_uploader) {
         cb.buffer = NULL;
         cb.user_buffer = NULL;
         u_upload_data(st->constbuf_uploader, 0, paramBytes,
                       st->ctx->Const.UniformBufferOffsetAlignment,
                       params->ParameterValues, &cb.buffer_offset, &cb.buffer);
         u_upload_unmap(st->constbuf_uploader);
      } else {
         cb.buffer = NULL;
         cb.user_buffer = params->ParameterValues;
         cb.buffer_offset = 0;
      }
      cb.buffer_size = paramBytes;

      if (ST_DEBUG & DEBUG_CONSTANTS) {
         debug_printf("%s(shader=%d, numParams=%d, stateFlags=0x%x)\n",
                      __func__, shader_type, params->NumParameters,
                      params->StateFlags);
         _mesa_print_parameter_list(params);
      }

      cso_set_constant_buffer(st->cso_context, shader_type, 0, &cb);
      pipe_resource_reference(&cb.buffer, NULL);

      st->state.constants[shader_type].ptr = params->ParameterValues;
      st->state.constants[shader_type].size = paramBytes;
   }
   else if (st->state.constants[shader_type].ptr) {
      /* Unbind. */
      st->state.constants[shader_type].ptr = NULL;
      st->state.constants[shader_type].size = 0;
      cso_set_constant_buffer(st->cso_context, shader_type, 0, NULL);
   }
}
Ejemplo n.º 13
0
/**
 * Make fragment shader for glDraw/CopyPixels.  This shader is made
 * by combining the pixel transfer shader with the user-defined shader.
 */
static struct st_fragment_program *
combined_drawpix_fragment_program(GLcontext *ctx)
{
   struct st_context *st = ctx->st;
   struct st_fragment_program *stfp;

   if (st->pixel_xfer.program->serialNo == st->pixel_xfer.xfer_prog_sn
       && st->fp->serialNo == st->pixel_xfer.user_prog_sn) {
      /* the pixel tranfer program has not changed and the user-defined
       * program has not changed, so re-use the combined program.
       */
      stfp = st->pixel_xfer.combined_prog;
   }
   else {
      /* Concatenate the pixel transfer program with the current user-
       * defined program.
       */
      if (is_passthrough_program(&st->fp->Base)) {
         stfp = (struct st_fragment_program *)
            _mesa_clone_program(ctx, &st->pixel_xfer.program->Base.Base);
      }
      else {
#if 0
         printf("Base program:\n");
         _mesa_print_program(&st->fp->Base.Base);
         printf("DrawPix program:\n");
         _mesa_print_program(&st->pixel_xfer.program->Base.Base);
#endif
         stfp = (struct st_fragment_program *)
            _mesa_combine_programs(ctx,
                                   &st->pixel_xfer.program->Base.Base,
                                   &st->fp->Base.Base);
      }

#if 0
      {
         struct gl_program *p = &stfp->Base.Base;
         printf("Combined DrawPixels program:\n");
         _mesa_print_program(p);
         printf("InputsRead: 0x%x\n", p->InputsRead);
         printf("OutputsWritten: 0x%x\n", p->OutputsWritten);
         _mesa_print_parameter_list(p->Parameters);
      }
#endif

      /* translate to TGSI tokens */
      st_translate_fragment_program(st, stfp, NULL);

      /* save new program, update serial numbers */
      st->pixel_xfer.xfer_prog_sn = st->pixel_xfer.program->serialNo;
      st->pixel_xfer.user_prog_sn = st->fp->serialNo;
      st->pixel_xfer.combined_prog_sn = stfp->serialNo;
      /* can't reference new program directly, already have a reference on it */
      st_reference_fragprog(st, &st->pixel_xfer.combined_prog, NULL);
      st->pixel_xfer.combined_prog = stfp;
   }

   /* Ideally we'd have updated the pipe constants during the normal
    * st/atom mechanism.  But we can't since this is specific to glDrawPixels.
    */
   st_upload_constants(st, stfp->Base.Base.Parameters, PIPE_SHADER_FRAGMENT);

   return stfp;
}