/** * Update ctx->VertexProgram._VPMode. * This is to distinguish whether we're running * a vertex program/shader, * a fixed-function TNL program or * a fixed function vertex transformation without any program. */ void _mesa_update_vertex_processing_mode(struct gl_context *ctx) { if (ctx->_Shader->CurrentProgram[MESA_SHADER_VERTEX]) set_vertex_processing_mode(ctx, VP_MODE_SHADER); else if (_mesa_arb_vertex_program_enabled(ctx)) set_vertex_processing_mode(ctx, VP_MODE_SHADER); else set_vertex_processing_mode(ctx, VP_MODE_FF); }
static void transition_to_hwtnl( struct gl_context *ctx ) { r200ContextPtr rmesa = R200_CONTEXT(ctx); TNLcontext *tnl = TNL_CONTEXT(ctx); _tnl_need_projected_coords( ctx, GL_FALSE ); r200UpdateMaterial( ctx ); tnl->Driver.NotifyMaterialChange = r200UpdateMaterial; if ( rmesa->radeon.dma.flush ) rmesa->radeon.dma.flush( &rmesa->radeon.glCtx ); rmesa->radeon.dma.flush = NULL; R200_STATECHANGE( rmesa, vap ); rmesa->hw.vap.cmd[VAP_SE_VAP_CNTL] |= R200_VAP_TCL_ENABLE; rmesa->hw.vap.cmd[VAP_SE_VAP_CNTL] &= ~R200_VAP_FORCE_W_TO_ONE; if (_mesa_arb_vertex_program_enabled(ctx)) { rmesa->hw.vap.cmd[VAP_SE_VAP_CNTL] |= R200_VAP_PROG_VTX_SHADER_ENABLE; } if ( ((rmesa->hw.ctx.cmd[CTX_PP_FOG_COLOR] & R200_FOG_USE_MASK) == R200_FOG_USE_SPEC_ALPHA) && (ctx->Fog.FogCoordinateSource == GL_FOG_COORD )) { R200_STATECHANGE( rmesa, ctx ); rmesa->hw.ctx.cmd[CTX_PP_FOG_COLOR] &= ~R200_FOG_USE_MASK; rmesa->hw.ctx.cmd[CTX_PP_FOG_COLOR] |= R200_FOG_USE_VTX_FOG; } R200_STATECHANGE( rmesa, vte ); rmesa->hw.vte.cmd[VTE_SE_VTE_CNTL] &= ~(R200_VTX_XY_FMT|R200_VTX_Z_FMT); rmesa->hw.vte.cmd[VTE_SE_VTE_CNTL] |= R200_VTX_W0_FMT; if (R200_DEBUG & RADEON_FALLBACKS) fprintf(stderr, "R200 end tcl fallback\n"); }
/* TCL render. */ static GLboolean r200_run_tcl_render( struct gl_context *ctx, struct tnl_pipeline_stage *stage ) { r200ContextPtr rmesa = R200_CONTEXT(ctx); TNLcontext *tnl = TNL_CONTEXT(ctx); struct vertex_buffer *VB = &tnl->vb; GLuint i; GLubyte *vimap_rev; /* use hw fixed order for simplicity, pos 0, weight 1, normal 2, fog 3, color0 - color3 4-7, texcoord0 - texcoord5 8-13, pos 1 14. Must not use more than 12 of those at the same time. */ GLubyte map_rev_fixed[15] = {255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255}; /* TODO: separate this from the swtnl pipeline */ if (rmesa->radeon.TclFallback) return GL_TRUE; /* fallback to software t&l */ radeon_print(RADEON_RENDER, RADEON_NORMAL, "%s\n", __func__); if (VB->Count == 0) return GL_FALSE; /* Validate state: */ if (rmesa->radeon.NewGLState) if (!r200ValidateState( ctx )) return GL_TRUE; /* fallback to sw t&l */ if (!_mesa_arb_vertex_program_enabled(ctx)) { /* NOTE: inputs != tnl->render_inputs - these are the untransformed * inputs. */ map_rev_fixed[0] = VERT_ATTRIB_POS; /* technically there is no reason we always need VA_COLOR0. In theory could disable it depending on lighting, color materials, texturing... */ map_rev_fixed[4] = VERT_ATTRIB_COLOR0; if (ctx->Light.Enabled) { map_rev_fixed[2] = VERT_ATTRIB_NORMAL; } /* this also enables VA_COLOR1 when using separate specular lighting model, which is unnecessary. FIXME: OTOH, we're missing the case where a ATI_fragment_shader accesses the secondary color (if lighting is disabled). The chip seems misconfigured for that though elsewhere (tcl output, might lock up) */ if (_mesa_need_secondary_color(ctx)) { map_rev_fixed[5] = VERT_ATTRIB_COLOR1; } if ( (ctx->Fog.FogCoordinateSource == GL_FOG_COORD) && ctx->Fog.Enabled ) { map_rev_fixed[3] = VERT_ATTRIB_FOG; } for (i = 0 ; i < ctx->Const.MaxTextureUnits; i++) { if (ctx->Texture.Unit[i]._Current) { if (rmesa->TexGenNeedNormals[i]) { map_rev_fixed[2] = VERT_ATTRIB_NORMAL; } map_rev_fixed[8 + i] = VERT_ATTRIB_TEX0 + i; } } vimap_rev = &map_rev_fixed[0]; } else { /* vtx_tcl_output_vtxfmt_0/1 need to match configuration of "fragment part", since using some vertex interpolator later which is not in out_vtxfmt0/1 will lock up. It seems to be ok to write in vertex prog to a not enabled output however, so just don't mess with it. We only need to change compsel. */ GLuint out_compsel = 0; const GLbitfield64 vp_out = rmesa->curr_vp_hw->mesa_program.info.outputs_written; vimap_rev = &rmesa->curr_vp_hw->inputmap_rev[0]; assert(vp_out & BITFIELD64_BIT(VARYING_SLOT_POS)); out_compsel = R200_OUTPUT_XYZW; if (vp_out & BITFIELD64_BIT(VARYING_SLOT_COL0)) { out_compsel |= R200_OUTPUT_COLOR_0; } if (vp_out & BITFIELD64_BIT(VARYING_SLOT_COL1)) { out_compsel |= R200_OUTPUT_COLOR_1; } if (vp_out & BITFIELD64_BIT(VARYING_SLOT_FOGC)) { out_compsel |= R200_OUTPUT_DISCRETE_FOG; } if (vp_out & BITFIELD64_BIT(VARYING_SLOT_PSIZ)) { out_compsel |= R200_OUTPUT_PT_SIZE; } for (i = VARYING_SLOT_TEX0; i < VARYING_SLOT_TEX6; i++) { if (vp_out & BITFIELD64_BIT(i)) { out_compsel |= R200_OUTPUT_TEX_0 << (i - VARYING_SLOT_TEX0); } } if (rmesa->hw.vtx.cmd[VTX_TCL_OUTPUT_COMPSEL] != out_compsel) { R200_STATECHANGE( rmesa, vtx ); rmesa->hw.vtx.cmd[VTX_TCL_OUTPUT_COMPSEL] = out_compsel; } } /* Do the actual work: */ radeonReleaseArrays( ctx, ~0 /* stage->changed_inputs */ ); GLuint emit_end = r200EnsureEmitSize( ctx, vimap_rev ) + rmesa->radeon.cmdbuf.cs->cdw; r200EmitArrays( ctx, vimap_rev ); for (i = 0 ; i < VB->PrimitiveCount ; i++) { GLuint prim = _tnl_translate_prim(&VB->Primitive[i]); GLuint start = VB->Primitive[i].start; GLuint length = VB->Primitive[i].count; if (!length) continue; if (VB->Elts) r200EmitEltPrimitive( ctx, start, start+length, prim ); else r200EmitPrimitive( ctx, start, start+length, prim ); } if ( emit_end < rmesa->radeon.cmdbuf.cs->cdw ) WARN_ONCE("Rendering was %d commands larger than predicted size." " We might overflow command buffer.\n", rmesa->radeon.cmdbuf.cs->cdw - emit_end); return GL_FALSE; /* finished the pipe */ }
/** * glRasterPos transformation. Typically called via ctx->Driver.RasterPos(). * * \param vObj vertex position in object space */ void _mesa_RasterPos(struct gl_context *ctx, const GLfloat vObj[4]) { if (_mesa_arb_vertex_program_enabled(ctx)) { /* XXX implement this */ _mesa_problem(ctx, "Vertex programs not implemented for glRasterPos"); return; } else { GLfloat eye[4], clip[4], ndc[3], d; GLfloat *norm, eyenorm[3]; GLfloat *objnorm = ctx->Current.Attrib[VERT_ATTRIB_NORMAL]; float scale[3], translate[3]; /* apply modelview matrix: eye = MV * obj */ TRANSFORM_POINT( eye, ctx->ModelviewMatrixStack.Top->m, vObj ); /* apply projection matrix: clip = Proj * eye */ TRANSFORM_POINT( clip, ctx->ProjectionMatrixStack.Top->m, eye ); /* clip to view volume. */ if (!ctx->Transform.DepthClamp) { if (viewclip_point_z(clip) == 0) { ctx->Current.RasterPosValid = GL_FALSE; return; } } if (!ctx->Transform.RasterPositionUnclipped) { if (viewclip_point_xy(clip) == 0) { ctx->Current.RasterPosValid = GL_FALSE; return; } } /* clip to user clipping planes */ if (ctx->Transform.ClipPlanesEnabled && !userclip_point(ctx, clip)) { ctx->Current.RasterPosValid = GL_FALSE; return; } /* ndc = clip / W */ d = (clip[3] == 0.0F) ? 1.0F : 1.0F / clip[3]; ndc[0] = clip[0] * d; ndc[1] = clip[1] * d; ndc[2] = clip[2] * d; /* wincoord = viewport_mapping(ndc) */ _mesa_get_viewport_xform(ctx, 0, scale, translate); ctx->Current.RasterPos[0] = ndc[0] * scale[0] + translate[0]; ctx->Current.RasterPos[1] = ndc[1] * scale[1] + translate[1]; ctx->Current.RasterPos[2] = ndc[2] * scale[2] + translate[2]; ctx->Current.RasterPos[3] = clip[3]; if (ctx->Transform.DepthClamp) { ctx->Current.RasterPos[3] = CLAMP(ctx->Current.RasterPos[3], ctx->ViewportArray[0].Near, ctx->ViewportArray[0].Far); } /* compute raster distance */ if (ctx->Fog.FogCoordinateSource == GL_FOG_COORDINATE_EXT) ctx->Current.RasterDistance = ctx->Current.Attrib[VERT_ATTRIB_FOG][0]; else ctx->Current.RasterDistance = sqrtf( eye[0]*eye[0] + eye[1]*eye[1] + eye[2]*eye[2] ); /* compute transformed normal vector (for lighting or texgen) */ if (ctx->_NeedEyeCoords) { const GLfloat *inv = ctx->ModelviewMatrixStack.Top->inv; TRANSFORM_NORMAL( eyenorm, objnorm, inv ); norm = eyenorm; } else { norm = objnorm; } /* update raster color */ if (ctx->Light.Enabled) { /* lighting */ shade_rastpos( ctx, vObj, norm, ctx->Current.RasterColor, ctx->Current.RasterSecondaryColor ); } else { /* use current color */ COPY_4FV(ctx->Current.RasterColor, ctx->Current.Attrib[VERT_ATTRIB_COLOR0]); COPY_4FV(ctx->Current.RasterSecondaryColor, ctx->Current.Attrib[VERT_ATTRIB_COLOR1]); } /* texture coords */ { GLuint u; for (u = 0; u < ctx->Const.MaxTextureCoordUnits; u++) { GLfloat tc[4]; COPY_4V(tc, ctx->Current.Attrib[VERT_ATTRIB_TEX0 + u]); if (ctx->Texture.Unit[u].TexGenEnabled) { compute_texgen(ctx, vObj, eye, norm, u, tc); } TRANSFORM_POINT(ctx->Current.RasterTexCoords[u], ctx->TextureMatrixStack[u].Top->m, tc); } } ctx->Current.RasterPosValid = GL_TRUE; } if (ctx->RenderMode == GL_SELECT) { _mesa_update_hitflag( ctx, ctx->Current.RasterPos[2] ); } }
/** * 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; }