Пример #1
0
/**
 * Update fragment program state/atom.  This involves translating the
 * Mesa fragment program into a gallium fragment program and binding it.
 */
static void
update_fp( struct st_context *st )
{
   struct st_fragment_program *stfp;
   struct st_fp_variant_key key;

   assert(st->ctx->FragmentProgram._Current);
   stfp = st_fragment_program(st->ctx->FragmentProgram._Current);
   assert(stfp->Base.Base.Target == GL_FRAGMENT_PROGRAM_ARB);

   memset(&key, 0, sizeof(key));
   key.st = st->has_shareable_shaders ? NULL : st;

   /* _NEW_FRAG_CLAMP */
   key.clamp_color = st->clamp_frag_color_in_shader &&
                     st->ctx->Color._ClampFragmentColor;

   /* _NEW_MULTISAMPLE | _NEW_BUFFERS */
   key.persample_shading =
      st->force_persample_in_shader &&
      _mesa_is_multisample_enabled(st->ctx) &&
      st->ctx->Multisample.SampleShading &&
      st->ctx->Multisample.MinSampleShadingValue *
      _mesa_geometric_samples(st->ctx->DrawBuffer) > 1;

   if (stfp->ati_fs) {
      unsigned u;

      if (st->ctx->Fog.Enabled) {
         key.fog = translate_fog_mode(st->ctx->Fog.Mode);
      }

      for (u = 0; u < MAX_NUM_FRAGMENT_REGISTERS_ATI; u++) {
         key.texture_targets[u] = get_texture_target(st->ctx, u);
      }
   }

   st->fp_variant = st_get_fp_variant(st, stfp, &key);

   st_reference_fragprog(st, &st->fp, stfp);

   cso_set_fragment_shader_handle(st->cso_context,
                                  st->fp_variant->driver_shader);
}
Пример #2
0
static void make_state_key( GLcontext *ctx, struct state_key *key )
{
   struct brw_context *brw = brw_context(ctx);
   const struct gl_fragment_program *fp = brw->fragment_program;
   GLuint i;

   /* This now relies on texenvprogram.c being active:
    */
   assert(fp);

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

   /* BRW_NEW_FRAGMENT_PROGRAM */
   key->fragprog_inputs_read = fp->Base.InputsRead;

   /* _NEW_LIGHT */
   key->separate_specular = (brw->attribs.Light->Model.ColorControl ==
			     GL_SEPARATE_SPECULAR_COLOR);

   /* _NEW_LIGHT */
   if (brw->attribs.Light->Enabled) {
      key->light_global_enabled = 1;

      if (brw->attribs.Light->Model.LocalViewer)
	 key->light_local_viewer = 1;

      if (brw->attribs.Light->Model.TwoSide)
	 key->light_twoside = 1;

      if (brw->attribs.Light->ColorMaterialEnabled) {
	 key->light_color_material = 1;
	 key->light_color_material_mask = brw->attribs.Light->ColorMaterialBitmask;
      }

      /* BRW_NEW_INPUT_VARYING */

      /* For these programs, material values are stuffed into the
       * generic slots:
       */
      for (i = 0 ; i < MAT_ATTRIB_MAX ; i++) 
	 if (brw->vb.info.varying & (1<<(VERT_ATTRIB_GENERIC0 + i))) 
	    key->light_material_mask |= 1<<i;

      for (i = 0; i < MAX_LIGHTS; i++) {
	 struct gl_light *light = &brw->attribs.Light->Light[i];

	 if (light->Enabled) {
	    key->unit[i].light_enabled = 1;

	    if (light->EyePosition[3] == 0.0)
	       key->unit[i].light_eyepos3_is_zero = 1;
	    
	    if (light->SpotCutoff == 180.0)
	       key->unit[i].light_spotcutoff_is_180 = 1;

	    if (light->ConstantAttenuation != 1.0 ||
		light->LinearAttenuation != 0.0 ||
		light->QuadraticAttenuation != 0.0)
	       key->unit[i].light_attenuated = 1;
	 }
      }
   }

   /* _NEW_TRANSFORM */
   if (brw->attribs.Transform->Normalize)
      key->normalize = 1;

   if (brw->attribs.Transform->RescaleNormals)
      key->rescale_normals = 1;

   /* BRW_NEW_FRAGMENT_PROGRAM */
   key->fog_option = translate_fog_mode(fp->FogOption);
   if (key->fog_option)
      key->fragprog_inputs_read |= FRAG_BIT_FOGC;
   
   /* _NEW_FOG */
   if (brw->attribs.Fog->FogCoordinateSource == GL_FRAGMENT_DEPTH_EXT)
      key->fog_source_is_depth = 1;
   
   /* _NEW_HINT, ??? */
   if (1)
      key->tnl_do_vertex_fog = 1;

   /* _NEW_POINT */
   if (brw->attribs.Point->_Attenuated)
      key->point_attenuated = 1;

   /* _NEW_TEXTURE */
   if (brw->attribs.Texture->_TexGenEnabled ||
       brw->attribs.Texture->_TexMatEnabled ||
       brw->attribs.Texture->_EnabledUnits)
      key->texture_enabled_global = 1;
      
   for (i = 0; i < MAX_TEXTURE_UNITS; i++) {
      struct gl_texture_unit *texUnit = &brw->attribs.Texture->Unit[i];

      if (texUnit->_ReallyEnabled)
 	 key->unit[i].texunit_really_enabled = 1;

      if (brw->attribs.Texture->_TexMatEnabled & ENABLE_TEXMAT(i))      
	 key->unit[i].texmat_enabled = 1;
      
      if (texUnit->TexGenEnabled) {
	 key->unit[i].texgen_enabled = 1;
      
	 key->unit[i].texgen_mode0 = 
	    translate_texgen( texUnit->TexGenEnabled & (1<<0),
			      texUnit->GenModeS );
	 key->unit[i].texgen_mode1 = 
	    translate_texgen( texUnit->TexGenEnabled & (1<<1),
			      texUnit->GenModeT );
	 key->unit[i].texgen_mode2 = 
	    translate_texgen( texUnit->TexGenEnabled & (1<<2),
			      texUnit->GenModeR );
	 key->unit[i].texgen_mode3 = 
	    translate_texgen( texUnit->TexGenEnabled & (1<<3),
			      texUnit->GenModeQ );
      }
   }
}
static struct state_key *make_state_key( GLcontext *ctx )
{
   TNLcontext *tnl = TNL_CONTEXT(ctx);
   struct vertex_buffer *VB = &tnl->vb;
   const struct gl_fragment_program *fp = ctx->FragmentProgram._Current;
   struct state_key *key = CALLOC_STRUCT(state_key);
   GLuint i;

   /* This now relies on texenvprogram.c being active:
    */
   assert(fp);

   key->fragprog_inputs_read = fp->Base.InputsRead;

   key->separate_specular = (ctx->Light.Model.ColorControl ==
			     GL_SEPARATE_SPECULAR_COLOR);

   if (ctx->Light.Enabled) {
      key->light_global_enabled = 1;

      if (ctx->Light.Model.LocalViewer)
	 key->light_local_viewer = 1;

      if (ctx->Light.Model.TwoSide)
	 key->light_twoside = 1;

      if (ctx->Light.ColorMaterialEnabled) {
	 key->light_color_material = 1;
	 key->light_color_material_mask = ctx->Light.ColorMaterialBitmask;
      }

      for (i = _TNL_FIRST_MAT; i <= _TNL_LAST_MAT; i++) 
	 if (VB->AttribPtr[i]->stride) 
	    key->light_material_mask |= 1<<(i-_TNL_ATTRIB_MAT_FRONT_AMBIENT);

      for (i = 0; i < MAX_LIGHTS; i++) {
	 struct gl_light *light = &ctx->Light.Light[i];

	 if (light->Enabled) {
	    key->unit[i].light_enabled = 1;

	    if (light->EyePosition[3] == 0.0)
	       key->unit[i].light_eyepos3_is_zero = 1;
	    
	    if (light->SpotCutoff == 180.0)
	       key->unit[i].light_spotcutoff_is_180 = 1;

	    if (light->ConstantAttenuation != 1.0 ||
		light->LinearAttenuation != 0.0 ||
		light->QuadraticAttenuation != 0.0)
	       key->unit[i].light_attenuated = 1;
	 }
      }
   }

   if (ctx->Transform.Normalize)
      key->normalize = 1;

   if (ctx->Transform.RescaleNormals)
      key->rescale_normals = 1;

   key->fog_mode = translate_fog_mode(fp->FogOption);
   
   if (ctx->Fog.FogCoordinateSource == GL_FRAGMENT_DEPTH_EXT)
      key->fog_source_is_depth = 1;
   
   if (tnl->_DoVertexFog)
      key->tnl_do_vertex_fog = 1;

   if (ctx->Point._Attenuated)
      key->point_attenuated = 1;

   if (ctx->Texture._TexGenEnabled ||
       ctx->Texture._TexMatEnabled ||
       ctx->Texture._EnabledUnits)
      key->texture_enabled_global = 1;
      
   for (i = 0; i < MAX_TEXTURE_UNITS; i++) {
      struct gl_texture_unit *texUnit = &ctx->Texture.Unit[i];

      if (texUnit->_ReallyEnabled)
	 key->unit[i].texunit_really_enabled = 1;

      if (ctx->Texture._TexMatEnabled & ENABLE_TEXMAT(i))      
	 key->unit[i].texmat_enabled = 1;
      
      if (texUnit->TexGenEnabled) {
	 key->unit[i].texgen_enabled = 1;
      
	 key->unit[i].texgen_mode0 = 
	    translate_texgen( texUnit->TexGenEnabled & (1<<0),
			      texUnit->GenModeS );
	 key->unit[i].texgen_mode1 = 
	    translate_texgen( texUnit->TexGenEnabled & (1<<1),
			      texUnit->GenModeT );
	 key->unit[i].texgen_mode2 = 
	    translate_texgen( texUnit->TexGenEnabled & (1<<2),
			      texUnit->GenModeR );
	 key->unit[i].texgen_mode3 = 
	    translate_texgen( texUnit->TexGenEnabled & (1<<3),
			      texUnit->GenModeQ );
      }
   }
   
   return key;
}