Пример #1
0
/**
 * Free a context's vertex/fragment program state
 */
void
_mesa_free_program_data(struct gl_context *ctx)
{
#if FEATURE_NV_vertex_program || FEATURE_ARB_vertex_program
   _mesa_reference_vertprog(ctx, &ctx->VertexProgram.Current, NULL);
   _mesa_delete_program_cache(ctx, ctx->VertexProgram.Cache);
#endif
#if FEATURE_NV_fragment_program || FEATURE_ARB_fragment_program
   _mesa_reference_fragprog(ctx, &ctx->FragmentProgram.Current, NULL);
   _mesa_delete_program_cache(ctx, ctx->FragmentProgram.Cache);
#endif
#if FEATURE_ARB_geometry_shader4
   _mesa_reference_geomprog(ctx, &ctx->GeometryProgram.Current, NULL);
   _mesa_delete_program_cache(ctx, ctx->GeometryProgram.Cache);
#endif
   /* XXX probably move this stuff */
#if FEATURE_ATI_fragment_shader
   if (ctx->ATIFragmentShader.Current) {
      ctx->ATIFragmentShader.Current->RefCount--;
      if (ctx->ATIFragmentShader.Current->RefCount <= 0) {
         free(ctx->ATIFragmentShader.Current);
      }
   }
#endif
   free((void *) ctx->Program.ErrorString);
}
Пример #2
0
/**
 * Update the default program objects in the given context to reference those
 * specified in the shared state and release those referencing the old
 * shared state.
 */
void
_mesa_update_default_objects_program(struct gl_context *ctx)
{
#if FEATURE_NV_vertex_program || FEATURE_ARB_vertex_program
   _mesa_reference_vertprog(ctx, &ctx->VertexProgram.Current,
                            ctx->Shared->DefaultVertexProgram);
   assert(ctx->VertexProgram.Current);
#endif

#if FEATURE_NV_fragment_program || FEATURE_ARB_fragment_program
   _mesa_reference_fragprog(ctx, &ctx->FragmentProgram.Current,
                            ctx->Shared->DefaultFragmentProgram);
   assert(ctx->FragmentProgram.Current);
#endif

#if FEATURE_ARB_geometry_shader4
   _mesa_reference_geomprog(ctx, &ctx->GeometryProgram.Current,
                      ctx->Shared->DefaultGeometryProgram);
#endif

   /* XXX probably move this stuff */
#if FEATURE_ATI_fragment_shader
   if (ctx->ATIFragmentShader.Current) {
      ctx->ATIFragmentShader.Current->RefCount--;
      if (ctx->ATIFragmentShader.Current->RefCount <= 0) {
         free(ctx->ATIFragmentShader.Current);
      }
   }
   ctx->ATIFragmentShader.Current = (struct ati_fragment_shader *) ctx->Shared->DefaultFragmentShader;
   assert(ctx->ATIFragmentShader.Current);
   ctx->ATIFragmentShader.Current->RefCount++;
#endif
}
/**
 * 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.CurrentVertexProgram;
   const struct gl_shader_program *gsProg = ctx->Shader.CurrentGeometryProgram;
   struct gl_shader_program *fsProg = ctx->Shader.CurrentFragmentProgram;
   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;
   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);
   }

   /* 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, MESA_GEOMETRY_PROGRAM,
                            (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);
      }
   }

   return new_state;
}
Пример #4
0
/**
 * Init context's vertex/fragment program state
 */
void
_mesa_init_program(struct gl_context *ctx)
{
   GLuint i;

   /*
    * If this assertion fails, we need to increase the field
    * size for register indexes (see INST_INDEX_BITS).
    */
   ASSERT(ctx->Const.VertexProgram.MaxUniformComponents / 4
          <= (1 << INST_INDEX_BITS));
   ASSERT(ctx->Const.FragmentProgram.MaxUniformComponents / 4
          <= (1 << INST_INDEX_BITS));

   ASSERT(ctx->Const.VertexProgram.MaxTemps <= (1 << INST_INDEX_BITS));
   ASSERT(ctx->Const.VertexProgram.MaxLocalParams <= (1 << INST_INDEX_BITS));
   ASSERT(ctx->Const.FragmentProgram.MaxTemps <= (1 << INST_INDEX_BITS));
   ASSERT(ctx->Const.FragmentProgram.MaxLocalParams <= (1 << INST_INDEX_BITS));

   ASSERT(ctx->Const.VertexProgram.MaxUniformComponents <= 4 * MAX_UNIFORMS);
   ASSERT(ctx->Const.FragmentProgram.MaxUniformComponents <= 4 * MAX_UNIFORMS);

   /* If this fails, increase prog_instruction::TexSrcUnit size */
   ASSERT(MAX_TEXTURE_UNITS < (1 << 5));

   /* If this fails, increase prog_instruction::TexSrcTarget size */
   ASSERT(NUM_TEXTURE_TARGETS < (1 << 3));

   ctx->Program.ErrorPos = -1;
   ctx->Program.ErrorString = _mesa_strdup("");

#if FEATURE_NV_vertex_program || FEATURE_ARB_vertex_program
   ctx->VertexProgram.Enabled = GL_FALSE;
#if FEATURE_es2_glsl
   ctx->VertexProgram.PointSizeEnabled =
      (ctx->API == API_OPENGLES2) ? GL_TRUE : GL_FALSE;
#else
   ctx->VertexProgram.PointSizeEnabled = GL_FALSE;
#endif
   ctx->VertexProgram.TwoSideEnabled = GL_FALSE;
   _mesa_reference_vertprog(ctx, &ctx->VertexProgram.Current,
                            ctx->Shared->DefaultVertexProgram);
   assert(ctx->VertexProgram.Current);
   for (i = 0; i < MAX_NV_VERTEX_PROGRAM_PARAMS / 4; i++) {
      ctx->VertexProgram.TrackMatrix[i] = GL_NONE;
      ctx->VertexProgram.TrackMatrixTransform[i] = GL_IDENTITY_NV;
   }
   ctx->VertexProgram.Cache = _mesa_new_program_cache();
#endif

#if FEATURE_NV_fragment_program || FEATURE_ARB_fragment_program
   ctx->FragmentProgram.Enabled = GL_FALSE;
   _mesa_reference_fragprog(ctx, &ctx->FragmentProgram.Current,
                            ctx->Shared->DefaultFragmentProgram);
   assert(ctx->FragmentProgram.Current);
   ctx->FragmentProgram.Cache = _mesa_new_program_cache();
#endif

#if FEATURE_ARB_geometry_shader4
   ctx->GeometryProgram.Enabled = GL_FALSE;
   /* right now by default we don't have a geometry program */
   _mesa_reference_geomprog(ctx, &ctx->GeometryProgram.Current,
                            NULL);
   ctx->GeometryProgram.Cache = _mesa_new_program_cache();
#endif

   /* XXX probably move this stuff */
#if FEATURE_ATI_fragment_shader
   ctx->ATIFragmentShader.Enabled = GL_FALSE;
   ctx->ATIFragmentShader.Current = ctx->Shared->DefaultFragmentShader;
   assert(ctx->ATIFragmentShader.Current);
   ctx->ATIFragmentShader.Current->RefCount++;
#endif
}