/** * Update vertex program state/atom. This involves translating the * Mesa vertex program into a gallium fragment program and binding it. */ static void update_vp( struct st_context *st ) { struct st_vertex_program *stvp; struct st_vp_variant_key key; /* find active shader and params -- Should be covered by * ST_NEW_VERTEX_PROGRAM */ assert(st->ctx->VertexProgram._Current); stvp = st_vertex_program(st->ctx->VertexProgram._Current); assert(stvp->Base.Base.Target == GL_VERTEX_PROGRAM_ARB); memset(&key, 0, sizeof key); key.st = st->has_shareable_shaders ? NULL : st; /* When this is true, we will add an extra input to the vertex * shader translation (for edgeflags), an extra output with * edgeflag semantics, and extend the vertex shader to pass through * the input to the output. We'll need to use similar logic to set * up the extra vertex_element input for edgeflags. */ key.passthrough_edgeflags = st->vertdata_edgeflags; key.clamp_color = st->clamp_vert_color_in_shader && st->ctx->Light._ClampVertexColor && (stvp->Base.Base.OutputsWritten & (VARYING_SLOT_COL0 | VARYING_SLOT_COL1 | VARYING_SLOT_BFC0 | VARYING_SLOT_BFC1)); st->vp_variant = st_get_vp_variant(st, stvp, &key); st_reference_vertprog(st, &st->vp, stvp); cso_set_vertex_shader_handle(st->cso_context, st->vp_variant->driver_shader); st->vertex_result_to_slot = stvp->result_to_output; }
/** * Compile one shader variant. */ void st_precompile_shader_variant(struct st_context *st, struct gl_program *prog) { switch (prog->Target) { case GL_VERTEX_PROGRAM_ARB: { struct st_vertex_program *p = (struct st_vertex_program *)prog; struct st_vp_variant_key key; memset(&key, 0, sizeof(key)); key.st = st; st_get_vp_variant(st, p, &key); break; } case GL_GEOMETRY_PROGRAM_NV: { struct st_geometry_program *p = (struct st_geometry_program *)prog; struct st_gp_variant_key key; memset(&key, 0, sizeof(key)); key.st = st; st_get_gp_variant(st, p, &key); break; } case GL_FRAGMENT_PROGRAM_ARB: { struct st_fragment_program *p = (struct st_fragment_program *)prog; struct st_fp_variant_key key; memset(&key, 0, sizeof(key)); key.st = st; st_get_fp_variant(st, p, &key); break; } default: assert(0); } }
/** * Update vertex program state/atom. This involves translating the * Mesa vertex program into a gallium fragment program and binding it. */ static void update_vp( struct st_context *st ) { struct st_vertex_program *stvp; struct st_vp_variant_key key; /* find active shader and params -- Should be covered by * ST_NEW_VERTEX_PROGRAM */ assert(st->ctx->VertexProgram._Current); stvp = st_vertex_program(st->ctx->VertexProgram._Current); assert(stvp->Base.Base.Target == GL_VERTEX_PROGRAM_ARB); memset(&key, 0, sizeof key); key.st = st; /* variants are per-context */ /* When this is true, we will add an extra input to the vertex * shader translation (for edgeflags), an extra output with * edgeflag semantics, and extend the vertex shader to pass through * the input to the output. We'll need to use similar logic to set * up the extra vertex_element input for edgeflags. * _NEW_POLYGON, ST_NEW_EDGEFLAGS_DATA */ key.passthrough_edgeflags = (st->vertdata_edgeflags && ( st->ctx->Polygon.FrontMode != GL_FILL || st->ctx->Polygon.BackMode != GL_FILL)); key.clamp_color = st->clamp_vert_color_in_shader && st->ctx->Light._ClampVertexColor; st->vp_variant = st_get_vp_variant(st, stvp, &key); st_reference_vertprog(st, &st->vp, stvp); cso_set_vertex_shader_handle(st->cso_context, st->vp_variant->driver_shader); st->vertex_result_to_slot = stvp->result_to_output; }