コード例 #1
0
ファイル: brw_program.c プロジェクト: ndesh26/Mesa
static GLboolean
brwProgramStringNotify(struct gl_context *ctx,
		       GLenum target,
		       struct gl_program *prog)
{
   assert(target == GL_VERTEX_PROGRAM_ARB || !prog->arb.IsPositionInvariant);

   struct brw_context *brw = brw_context(ctx);
   const struct brw_compiler *compiler = brw->screen->compiler;

   switch (target) {
   case GL_FRAGMENT_PROGRAM_ARB: {
      struct brw_program *newFP = brw_program(prog);
      const struct brw_program *curFP =
         brw_program_const(brw->fragment_program);

      if (newFP == curFP)
	 brw->ctx.NewDriverState |= BRW_NEW_FRAGMENT_PROGRAM;
      newFP->id = get_new_program_id(brw->screen);

      prog->nir = brw_create_nir(brw, NULL, prog, MESA_SHADER_FRAGMENT, true);

      brw_fs_precompile(ctx, prog);
      break;
   }
   case GL_VERTEX_PROGRAM_ARB: {
      struct brw_program *newVP = brw_program(prog);
      const struct brw_program *curVP =
         brw_program_const(brw->vertex_program);

      if (newVP == curVP)
	 brw->ctx.NewDriverState |= BRW_NEW_VERTEX_PROGRAM;
      if (newVP->program.arb.IsPositionInvariant) {
	 _mesa_insert_mvp_code(ctx, &newVP->program);
      }
      newVP->id = get_new_program_id(brw->screen);

      /* Also tell tnl about it:
       */
      _tnl_program_string(ctx, target, prog);

      prog->nir = brw_create_nir(brw, NULL, prog, MESA_SHADER_VERTEX,
                                 compiler->scalar_stage[MESA_SHADER_VERTEX]);

      brw_vs_precompile(ctx, prog);
      break;
   }
   default:
      /*
       * driver->ProgramStringNotify is only called for ARB programs, fixed
       * function vertex programs, and ir_to_mesa (which isn't used by the
       * i965 back-end).  Therefore, even after geometry shaders are added,
       * this function should only ever be called with a target of
       * GL_VERTEX_PROGRAM_ARB or GL_FRAGMENT_PROGRAM_ARB.
       */
      unreachable("Unexpected target in brwProgramStringNotify");
   }

   return true;
}
コード例 #2
0
ファイル: gen7_ds_state.c プロジェクト: Echelon9/mesa
static void
gen7_upload_tes_push_constants(struct brw_context *brw)
{
   struct brw_stage_state *stage_state = &brw->tes.base;
   /* BRW_NEW_TESS_PROGRAMS */
   const struct brw_program *tep = brw_program_const(brw->tess_eval_program);

   if (tep) {
      /* BRW_NEW_TES_PROG_DATA */
      const struct brw_stage_prog_data *prog_data = brw->tes.base.prog_data;
      _mesa_shader_write_subroutine_indices(&brw->ctx, MESA_SHADER_TESS_EVAL);
      gen6_upload_push_constants(brw, &tep->program, prog_data, stage_state,
                                 AUB_TRACE_VS_CONSTANTS);
   }

   gen7_upload_constant_state(brw, stage_state, tep, _3DSTATE_CONSTANT_DS);
}
コード例 #3
0
ファイル: brw_wm.c プロジェクト: ChristophHaag/mesa-mesa
void
brw_wm_populate_key(struct brw_context *brw, struct brw_wm_prog_key *key)
{
   const struct gen_device_info *devinfo = &brw->screen->devinfo;
   struct gl_context *ctx = &brw->ctx;
   /* BRW_NEW_FRAGMENT_PROGRAM */
   const struct gl_program *prog = brw->programs[MESA_SHADER_FRAGMENT];
   const struct brw_program *fp = brw_program_const(prog);
   GLuint lookup = 0;
   GLuint line_aa;

   memset(key, 0, sizeof(*key));

   /* Build the index for table lookup
    */
   if (devinfo->gen < 6) {
      struct intel_renderbuffer *depth_irb =
         intel_get_renderbuffer(ctx->DrawBuffer, BUFFER_DEPTH);

      /* _NEW_COLOR */
      if (prog->info.fs.uses_discard || ctx->Color.AlphaEnabled) {
         lookup |= BRW_WM_IZ_PS_KILL_ALPHATEST_BIT;
      }

      if (prog->info.outputs_written & BITFIELD64_BIT(FRAG_RESULT_DEPTH)) {
         lookup |= BRW_WM_IZ_PS_COMPUTES_DEPTH_BIT;
      }

      /* _NEW_DEPTH */
      if (depth_irb && ctx->Depth.Test) {
         lookup |= BRW_WM_IZ_DEPTH_TEST_ENABLE_BIT;

         if (brw_depth_writes_enabled(brw))
            lookup |= BRW_WM_IZ_DEPTH_WRITE_ENABLE_BIT;
      }

      /* _NEW_STENCIL | _NEW_BUFFERS */
      if (brw->stencil_enabled) {
         lookup |= BRW_WM_IZ_STENCIL_TEST_ENABLE_BIT;

         if (ctx->Stencil.WriteMask[0] ||
             ctx->Stencil.WriteMask[ctx->Stencil._BackFace])
            lookup |= BRW_WM_IZ_STENCIL_WRITE_ENABLE_BIT;
      }
      key->iz_lookup = lookup;
   }

   line_aa = BRW_WM_AA_NEVER;

   /* _NEW_LINE, _NEW_POLYGON, BRW_NEW_REDUCED_PRIMITIVE */
   if (ctx->Line.SmoothFlag) {
      if (brw->reduced_primitive == GL_LINES) {
         line_aa = BRW_WM_AA_ALWAYS;
      }
      else if (brw->reduced_primitive == GL_TRIANGLES) {
         if (ctx->Polygon.FrontMode == GL_LINE) {
            line_aa = BRW_WM_AA_SOMETIMES;

            if (ctx->Polygon.BackMode == GL_LINE ||
                (ctx->Polygon.CullFlag &&
                 ctx->Polygon.CullFaceMode == GL_BACK))
               line_aa = BRW_WM_AA_ALWAYS;
         }
         else if (ctx->Polygon.BackMode == GL_LINE) {
            line_aa = BRW_WM_AA_SOMETIMES;

            if ((ctx->Polygon.CullFlag &&
                 ctx->Polygon.CullFaceMode == GL_FRONT))
               line_aa = BRW_WM_AA_ALWAYS;
         }
      }
   }

   key->line_aa = line_aa;

   /* _NEW_HINT */
   key->high_quality_derivatives =
      prog->info.uses_fddx_fddy &&
      ctx->Hint.FragmentShaderDerivative == GL_NICEST;

   if (devinfo->gen < 6)
      key->stats_wm = brw->stats_wm;

   /* _NEW_LIGHT */
   key->flat_shade =
      (prog->info.inputs_read & (VARYING_BIT_COL0 | VARYING_BIT_COL1)) &&
      (ctx->Light.ShadeModel == GL_FLAT);

   /* _NEW_FRAG_CLAMP | _NEW_BUFFERS */
   key->clamp_fragment_color = ctx->Color._ClampFragmentColor;

   /* _NEW_TEXTURE */
   brw_populate_sampler_prog_key_data(ctx, prog, &key->tex);

   /* _NEW_BUFFERS */
   key->nr_color_regions = ctx->DrawBuffer->_NumColorDrawBuffers;

   /* _NEW_COLOR */
   key->force_dual_color_blend = brw->dual_color_blend_by_location &&
      (ctx->Color.BlendEnabled & 1) && ctx->Color.Blend[0]._UsesDualSrc;

   /* _NEW_MULTISAMPLE, _NEW_BUFFERS */
   key->alpha_to_coverage =  _mesa_is_alpha_to_coverage_enabled(ctx);

   /* _NEW_COLOR, _NEW_BUFFERS */
   key->alpha_test_replicate_alpha =
      ctx->DrawBuffer->_NumColorDrawBuffers > 1 &&
      _mesa_is_alpha_test_enabled(ctx);

   /* _NEW_BUFFERS _NEW_MULTISAMPLE */
   /* Ignore sample qualifier while computing this flag. */
   if (ctx->Multisample.Enabled) {
      key->persample_interp =
         ctx->Multisample.SampleShading &&
         (ctx->Multisample.MinSampleShadingValue *
          _mesa_geometric_samples(ctx->DrawBuffer) > 1);

      key->multisample_fbo = _mesa_geometric_samples(ctx->DrawBuffer) > 1;
   }

   /* BRW_NEW_VUE_MAP_GEOM_OUT */
   if (devinfo->gen < 6 || util_bitcount64(prog->info.inputs_read &
                                             BRW_FS_VARYING_INPUT_MASK) > 16) {
      key->input_slots_valid = brw->vue_map_geom_out.slots_valid;
   }

   /* _NEW_COLOR | _NEW_BUFFERS */
   /* Pre-gen6, the hardware alpha test always used each render
    * target's alpha to do alpha test, as opposed to render target 0's alpha
    * like GL requires.  Fix that by building the alpha test into the
    * shader, and we'll skip enabling the fixed function alpha test.
    */
   if (devinfo->gen < 6 && ctx->DrawBuffer->_NumColorDrawBuffers > 1 &&
       ctx->Color.AlphaEnabled) {
      key->alpha_test_func = ctx->Color.AlphaFunc;
      key->alpha_test_ref = ctx->Color.AlphaRef;
   }

   /* The unique fragment program ID */
   key->program_string_id = fp->id;

   /* Whether reads from the framebuffer should behave coherently. */
   key->coherent_fb_fetch = ctx->Extensions.EXT_shader_framebuffer_fetch;
}