1*61046927SAndroid Build Coastguard Worker /*
2*61046927SAndroid Build Coastguard Worker * Mesa 3-D graphics library
3*61046927SAndroid Build Coastguard Worker *
4*61046927SAndroid Build Coastguard Worker * Copyright (C) 1999-2007 Brian Paul All Rights Reserved.
5*61046927SAndroid Build Coastguard Worker *
6*61046927SAndroid Build Coastguard Worker * Permission is hereby granted, free of charge, to any person obtaining a
7*61046927SAndroid Build Coastguard Worker * copy of this software and associated documentation files (the "Software"),
8*61046927SAndroid Build Coastguard Worker * to deal in the Software without restriction, including without limitation
9*61046927SAndroid Build Coastguard Worker * the rights to use, copy, modify, merge, publish, distribute, sublicense,
10*61046927SAndroid Build Coastguard Worker * and/or sell copies of the Software, and to permit persons to whom the
11*61046927SAndroid Build Coastguard Worker * Software is furnished to do so, subject to the following conditions:
12*61046927SAndroid Build Coastguard Worker *
13*61046927SAndroid Build Coastguard Worker * The above copyright notice and this permission notice shall be included
14*61046927SAndroid Build Coastguard Worker * in all copies or substantial portions of the Software.
15*61046927SAndroid Build Coastguard Worker *
16*61046927SAndroid Build Coastguard Worker * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
17*61046927SAndroid Build Coastguard Worker * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
18*61046927SAndroid Build Coastguard Worker * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
19*61046927SAndroid Build Coastguard Worker * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR
20*61046927SAndroid Build Coastguard Worker * OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
21*61046927SAndroid Build Coastguard Worker * ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
22*61046927SAndroid Build Coastguard Worker * OTHER DEALINGS IN THE SOFTWARE.
23*61046927SAndroid Build Coastguard Worker */
24*61046927SAndroid Build Coastguard Worker
25*61046927SAndroid Build Coastguard Worker /**
26*61046927SAndroid Build Coastguard Worker * \file program.c
27*61046927SAndroid Build Coastguard Worker * Vertex and fragment program support functions.
28*61046927SAndroid Build Coastguard Worker * \author Brian Paul
29*61046927SAndroid Build Coastguard Worker */
30*61046927SAndroid Build Coastguard Worker
31*61046927SAndroid Build Coastguard Worker
32*61046927SAndroid Build Coastguard Worker #include "util/glheader.h"
33*61046927SAndroid Build Coastguard Worker #include "main/context.h"
34*61046927SAndroid Build Coastguard Worker #include "main/framebuffer.h"
35*61046927SAndroid Build Coastguard Worker #include "main/hash.h"
36*61046927SAndroid Build Coastguard Worker #include "main/macros.h"
37*61046927SAndroid Build Coastguard Worker #include "main/shaderobj.h"
38*61046927SAndroid Build Coastguard Worker #include "main/state.h"
39*61046927SAndroid Build Coastguard Worker #include "program.h"
40*61046927SAndroid Build Coastguard Worker #include "prog_cache.h"
41*61046927SAndroid Build Coastguard Worker #include "prog_parameter.h"
42*61046927SAndroid Build Coastguard Worker #include "prog_instruction.h"
43*61046927SAndroid Build Coastguard Worker #include "util/bitscan.h"
44*61046927SAndroid Build Coastguard Worker #include "util/ralloc.h"
45*61046927SAndroid Build Coastguard Worker #include "util/u_atomic.h"
46*61046927SAndroid Build Coastguard Worker
47*61046927SAndroid Build Coastguard Worker #include "state_tracker/st_program.h"
48*61046927SAndroid Build Coastguard Worker #include "state_tracker/st_context.h"
49*61046927SAndroid Build Coastguard Worker
50*61046927SAndroid Build Coastguard Worker /**
51*61046927SAndroid Build Coastguard Worker * A pointer to this dummy program is put into the hash table when
52*61046927SAndroid Build Coastguard Worker * glGenPrograms is called.
53*61046927SAndroid Build Coastguard Worker */
54*61046927SAndroid Build Coastguard Worker struct gl_program _mesa_DummyProgram;
55*61046927SAndroid Build Coastguard Worker
56*61046927SAndroid Build Coastguard Worker
57*61046927SAndroid Build Coastguard Worker /**
58*61046927SAndroid Build Coastguard Worker * Init context's vertex/fragment program state
59*61046927SAndroid Build Coastguard Worker */
60*61046927SAndroid Build Coastguard Worker void
_mesa_init_program(struct gl_context * ctx)61*61046927SAndroid Build Coastguard Worker _mesa_init_program(struct gl_context *ctx)
62*61046927SAndroid Build Coastguard Worker {
63*61046927SAndroid Build Coastguard Worker /*
64*61046927SAndroid Build Coastguard Worker * If this assertion fails, we need to increase the field
65*61046927SAndroid Build Coastguard Worker * size for register indexes (see INST_INDEX_BITS).
66*61046927SAndroid Build Coastguard Worker */
67*61046927SAndroid Build Coastguard Worker assert(ctx->Const.Program[MESA_SHADER_VERTEX].MaxUniformComponents / 4
68*61046927SAndroid Build Coastguard Worker <= (1 << INST_INDEX_BITS));
69*61046927SAndroid Build Coastguard Worker assert(ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxUniformComponents / 4
70*61046927SAndroid Build Coastguard Worker <= (1 << INST_INDEX_BITS));
71*61046927SAndroid Build Coastguard Worker
72*61046927SAndroid Build Coastguard Worker assert(ctx->Const.Program[MESA_SHADER_VERTEX].MaxTemps <= (1 << INST_INDEX_BITS));
73*61046927SAndroid Build Coastguard Worker assert(ctx->Const.Program[MESA_SHADER_VERTEX].MaxLocalParams <= (1 << INST_INDEX_BITS));
74*61046927SAndroid Build Coastguard Worker assert(ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxTemps <= (1 << INST_INDEX_BITS));
75*61046927SAndroid Build Coastguard Worker assert(ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxLocalParams <= (1 << INST_INDEX_BITS));
76*61046927SAndroid Build Coastguard Worker
77*61046927SAndroid Build Coastguard Worker assert(ctx->Const.Program[MESA_SHADER_VERTEX].MaxUniformComponents <= 4 * MAX_UNIFORMS);
78*61046927SAndroid Build Coastguard Worker assert(ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxUniformComponents <= 4 * MAX_UNIFORMS);
79*61046927SAndroid Build Coastguard Worker
80*61046927SAndroid Build Coastguard Worker assert(ctx->Const.Program[MESA_SHADER_VERTEX].MaxAddressOffset <= (1 << INST_INDEX_BITS));
81*61046927SAndroid Build Coastguard Worker assert(ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxAddressOffset <= (1 << INST_INDEX_BITS));
82*61046927SAndroid Build Coastguard Worker
83*61046927SAndroid Build Coastguard Worker /* If this fails, increase prog_instruction::TexSrcUnit size */
84*61046927SAndroid Build Coastguard Worker STATIC_ASSERT(MAX_TEXTURE_UNITS <= (1 << 5));
85*61046927SAndroid Build Coastguard Worker
86*61046927SAndroid Build Coastguard Worker /* If this fails, increase prog_instruction::TexSrcTarget size */
87*61046927SAndroid Build Coastguard Worker STATIC_ASSERT(NUM_TEXTURE_TARGETS <= (1 << 4));
88*61046927SAndroid Build Coastguard Worker
89*61046927SAndroid Build Coastguard Worker ctx->Program.ErrorPos = -1;
90*61046927SAndroid Build Coastguard Worker ctx->Program.ErrorString = strdup("");
91*61046927SAndroid Build Coastguard Worker
92*61046927SAndroid Build Coastguard Worker ctx->VertexProgram._VaryingInputs = VERT_BIT_ALL;
93*61046927SAndroid Build Coastguard Worker ctx->VertexProgram.Enabled = GL_FALSE;
94*61046927SAndroid Build Coastguard Worker ctx->VertexProgram.PointSizeEnabled =
95*61046927SAndroid Build Coastguard Worker _mesa_is_gles2(ctx) ? GL_TRUE : GL_FALSE;
96*61046927SAndroid Build Coastguard Worker ctx->VertexProgram.TwoSideEnabled = GL_FALSE;
97*61046927SAndroid Build Coastguard Worker _mesa_reference_program(ctx, &ctx->VertexProgram.Current,
98*61046927SAndroid Build Coastguard Worker ctx->Shared->DefaultVertexProgram);
99*61046927SAndroid Build Coastguard Worker assert(ctx->VertexProgram.Current);
100*61046927SAndroid Build Coastguard Worker ctx->VertexProgram.Cache = _mesa_new_program_cache();
101*61046927SAndroid Build Coastguard Worker
102*61046927SAndroid Build Coastguard Worker ctx->FragmentProgram.Enabled = GL_FALSE;
103*61046927SAndroid Build Coastguard Worker _mesa_reference_program(ctx, &ctx->FragmentProgram.Current,
104*61046927SAndroid Build Coastguard Worker ctx->Shared->DefaultFragmentProgram);
105*61046927SAndroid Build Coastguard Worker assert(ctx->FragmentProgram.Current);
106*61046927SAndroid Build Coastguard Worker ctx->FragmentProgram.Cache = _mesa_new_program_cache();
107*61046927SAndroid Build Coastguard Worker _mesa_reset_vertex_processing_mode(ctx);
108*61046927SAndroid Build Coastguard Worker
109*61046927SAndroid Build Coastguard Worker /* XXX probably move this stuff */
110*61046927SAndroid Build Coastguard Worker ctx->ATIFragmentShader.Enabled = GL_FALSE;
111*61046927SAndroid Build Coastguard Worker ctx->ATIFragmentShader.Current = ctx->Shared->DefaultFragmentShader;
112*61046927SAndroid Build Coastguard Worker assert(ctx->ATIFragmentShader.Current);
113*61046927SAndroid Build Coastguard Worker ctx->ATIFragmentShader.Current->RefCount++;
114*61046927SAndroid Build Coastguard Worker }
115*61046927SAndroid Build Coastguard Worker
116*61046927SAndroid Build Coastguard Worker
117*61046927SAndroid Build Coastguard Worker /**
118*61046927SAndroid Build Coastguard Worker * Free a context's vertex/fragment program state
119*61046927SAndroid Build Coastguard Worker */
120*61046927SAndroid Build Coastguard Worker void
_mesa_free_program_data(struct gl_context * ctx)121*61046927SAndroid Build Coastguard Worker _mesa_free_program_data(struct gl_context *ctx)
122*61046927SAndroid Build Coastguard Worker {
123*61046927SAndroid Build Coastguard Worker _mesa_reference_program(ctx, &ctx->VertexProgram.Current, NULL);
124*61046927SAndroid Build Coastguard Worker _mesa_delete_program_cache(ctx, ctx->VertexProgram.Cache);
125*61046927SAndroid Build Coastguard Worker _mesa_reference_program(ctx, &ctx->FragmentProgram.Current, NULL);
126*61046927SAndroid Build Coastguard Worker _mesa_delete_program_cache(ctx, ctx->FragmentProgram.Cache);
127*61046927SAndroid Build Coastguard Worker
128*61046927SAndroid Build Coastguard Worker /* XXX probably move this stuff */
129*61046927SAndroid Build Coastguard Worker if (ctx->ATIFragmentShader.Current) {
130*61046927SAndroid Build Coastguard Worker ctx->ATIFragmentShader.Current->RefCount--;
131*61046927SAndroid Build Coastguard Worker if (ctx->ATIFragmentShader.Current->RefCount <= 0) {
132*61046927SAndroid Build Coastguard Worker free(ctx->ATIFragmentShader.Current);
133*61046927SAndroid Build Coastguard Worker }
134*61046927SAndroid Build Coastguard Worker }
135*61046927SAndroid Build Coastguard Worker
136*61046927SAndroid Build Coastguard Worker free((void *) ctx->Program.ErrorString);
137*61046927SAndroid Build Coastguard Worker }
138*61046927SAndroid Build Coastguard Worker
139*61046927SAndroid Build Coastguard Worker
140*61046927SAndroid Build Coastguard Worker /**
141*61046927SAndroid Build Coastguard Worker * Update the default program objects in the given context to reference those
142*61046927SAndroid Build Coastguard Worker * specified in the shared state and release those referencing the old
143*61046927SAndroid Build Coastguard Worker * shared state.
144*61046927SAndroid Build Coastguard Worker */
145*61046927SAndroid Build Coastguard Worker void
_mesa_update_default_objects_program(struct gl_context * ctx)146*61046927SAndroid Build Coastguard Worker _mesa_update_default_objects_program(struct gl_context *ctx)
147*61046927SAndroid Build Coastguard Worker {
148*61046927SAndroid Build Coastguard Worker _mesa_reference_program(ctx, &ctx->VertexProgram.Current,
149*61046927SAndroid Build Coastguard Worker ctx->Shared->DefaultVertexProgram);
150*61046927SAndroid Build Coastguard Worker assert(ctx->VertexProgram.Current);
151*61046927SAndroid Build Coastguard Worker
152*61046927SAndroid Build Coastguard Worker _mesa_reference_program(ctx, &ctx->FragmentProgram.Current,
153*61046927SAndroid Build Coastguard Worker ctx->Shared->DefaultFragmentProgram);
154*61046927SAndroid Build Coastguard Worker assert(ctx->FragmentProgram.Current);
155*61046927SAndroid Build Coastguard Worker
156*61046927SAndroid Build Coastguard Worker /* XXX probably move this stuff */
157*61046927SAndroid Build Coastguard Worker if (ctx->ATIFragmentShader.Current) {
158*61046927SAndroid Build Coastguard Worker ctx->ATIFragmentShader.Current->RefCount--;
159*61046927SAndroid Build Coastguard Worker if (ctx->ATIFragmentShader.Current->RefCount <= 0) {
160*61046927SAndroid Build Coastguard Worker free(ctx->ATIFragmentShader.Current);
161*61046927SAndroid Build Coastguard Worker }
162*61046927SAndroid Build Coastguard Worker }
163*61046927SAndroid Build Coastguard Worker ctx->ATIFragmentShader.Current = (struct ati_fragment_shader *) ctx->Shared->DefaultFragmentShader;
164*61046927SAndroid Build Coastguard Worker assert(ctx->ATIFragmentShader.Current);
165*61046927SAndroid Build Coastguard Worker ctx->ATIFragmentShader.Current->RefCount++;
166*61046927SAndroid Build Coastguard Worker }
167*61046927SAndroid Build Coastguard Worker
168*61046927SAndroid Build Coastguard Worker
169*61046927SAndroid Build Coastguard Worker /**
170*61046927SAndroid Build Coastguard Worker * Set the vertex/fragment program error state (position and error string).
171*61046927SAndroid Build Coastguard Worker * This is generally called from within the parsers.
172*61046927SAndroid Build Coastguard Worker */
173*61046927SAndroid Build Coastguard Worker void
_mesa_set_program_error(struct gl_context * ctx,GLint pos,const char * string)174*61046927SAndroid Build Coastguard Worker _mesa_set_program_error(struct gl_context *ctx, GLint pos, const char *string)
175*61046927SAndroid Build Coastguard Worker {
176*61046927SAndroid Build Coastguard Worker ctx->Program.ErrorPos = pos;
177*61046927SAndroid Build Coastguard Worker free((void *) ctx->Program.ErrorString);
178*61046927SAndroid Build Coastguard Worker if (!string)
179*61046927SAndroid Build Coastguard Worker string = "";
180*61046927SAndroid Build Coastguard Worker ctx->Program.ErrorString = strdup(string);
181*61046927SAndroid Build Coastguard Worker }
182*61046927SAndroid Build Coastguard Worker
183*61046927SAndroid Build Coastguard Worker
184*61046927SAndroid Build Coastguard Worker /**
185*61046927SAndroid Build Coastguard Worker * Initialize a new gl_program object.
186*61046927SAndroid Build Coastguard Worker */
187*61046927SAndroid Build Coastguard Worker struct gl_program *
_mesa_init_gl_program(struct gl_program * prog,gl_shader_stage stage,GLuint id,bool is_arb_asm)188*61046927SAndroid Build Coastguard Worker _mesa_init_gl_program(struct gl_program *prog, gl_shader_stage stage,
189*61046927SAndroid Build Coastguard Worker GLuint id, bool is_arb_asm)
190*61046927SAndroid Build Coastguard Worker {
191*61046927SAndroid Build Coastguard Worker if (!prog)
192*61046927SAndroid Build Coastguard Worker return NULL;
193*61046927SAndroid Build Coastguard Worker
194*61046927SAndroid Build Coastguard Worker memset(prog, 0, sizeof(*prog));
195*61046927SAndroid Build Coastguard Worker prog->Id = id;
196*61046927SAndroid Build Coastguard Worker prog->Target = _mesa_shader_stage_to_program(stage);
197*61046927SAndroid Build Coastguard Worker prog->RefCount = 1;
198*61046927SAndroid Build Coastguard Worker prog->Format = GL_PROGRAM_FORMAT_ASCII_ARB;
199*61046927SAndroid Build Coastguard Worker prog->info.stage = stage;
200*61046927SAndroid Build Coastguard Worker prog->info.use_legacy_math_rules = is_arb_asm;
201*61046927SAndroid Build Coastguard Worker
202*61046927SAndroid Build Coastguard Worker /* Uniforms that lack an initializer in the shader code have an initial
203*61046927SAndroid Build Coastguard Worker * value of zero. This includes sampler uniforms.
204*61046927SAndroid Build Coastguard Worker *
205*61046927SAndroid Build Coastguard Worker * Page 24 (page 30 of the PDF) of the GLSL 1.20 spec says:
206*61046927SAndroid Build Coastguard Worker *
207*61046927SAndroid Build Coastguard Worker * "The link time initial value is either the value of the variable's
208*61046927SAndroid Build Coastguard Worker * initializer, if present, or 0 if no initializer is present. Sampler
209*61046927SAndroid Build Coastguard Worker * types cannot have initializers."
210*61046927SAndroid Build Coastguard Worker *
211*61046927SAndroid Build Coastguard Worker * So we only initialise ARB assembly style programs.
212*61046927SAndroid Build Coastguard Worker */
213*61046927SAndroid Build Coastguard Worker if (is_arb_asm) {
214*61046927SAndroid Build Coastguard Worker /* default mapping from samplers to texture units */
215*61046927SAndroid Build Coastguard Worker for (unsigned i = 0; i < MAX_SAMPLERS; i++)
216*61046927SAndroid Build Coastguard Worker prog->SamplerUnits[i] = i;
217*61046927SAndroid Build Coastguard Worker }
218*61046927SAndroid Build Coastguard Worker
219*61046927SAndroid Build Coastguard Worker return prog;
220*61046927SAndroid Build Coastguard Worker }
221*61046927SAndroid Build Coastguard Worker
222*61046927SAndroid Build Coastguard Worker struct gl_program *
_mesa_new_program(struct gl_context * ctx,gl_shader_stage stage,GLuint id,bool is_arb_asm)223*61046927SAndroid Build Coastguard Worker _mesa_new_program(struct gl_context *ctx, gl_shader_stage stage, GLuint id,
224*61046927SAndroid Build Coastguard Worker bool is_arb_asm)
225*61046927SAndroid Build Coastguard Worker {
226*61046927SAndroid Build Coastguard Worker struct gl_program *prog;
227*61046927SAndroid Build Coastguard Worker
228*61046927SAndroid Build Coastguard Worker switch (stage) {
229*61046927SAndroid Build Coastguard Worker case MESA_SHADER_VERTEX:
230*61046927SAndroid Build Coastguard Worker prog = (struct gl_program*)rzalloc(NULL, struct gl_vertex_program);
231*61046927SAndroid Build Coastguard Worker break;
232*61046927SAndroid Build Coastguard Worker default:
233*61046927SAndroid Build Coastguard Worker prog = rzalloc(NULL, struct gl_program);
234*61046927SAndroid Build Coastguard Worker break;
235*61046927SAndroid Build Coastguard Worker }
236*61046927SAndroid Build Coastguard Worker
237*61046927SAndroid Build Coastguard Worker return _mesa_init_gl_program(prog, stage, id, is_arb_asm);
238*61046927SAndroid Build Coastguard Worker }
239*61046927SAndroid Build Coastguard Worker
240*61046927SAndroid Build Coastguard Worker /**
241*61046927SAndroid Build Coastguard Worker * Delete a program and remove it from the hash table, ignoring the
242*61046927SAndroid Build Coastguard Worker * reference count.
243*61046927SAndroid Build Coastguard Worker */
244*61046927SAndroid Build Coastguard Worker void
_mesa_delete_program(struct gl_context * ctx,struct gl_program * prog)245*61046927SAndroid Build Coastguard Worker _mesa_delete_program(struct gl_context *ctx, struct gl_program *prog)
246*61046927SAndroid Build Coastguard Worker {
247*61046927SAndroid Build Coastguard Worker struct st_context *st = st_context(ctx);
248*61046927SAndroid Build Coastguard Worker assert(prog);
249*61046927SAndroid Build Coastguard Worker assert(prog->RefCount==0);
250*61046927SAndroid Build Coastguard Worker
251*61046927SAndroid Build Coastguard Worker st_release_variants(st, prog);
252*61046927SAndroid Build Coastguard Worker
253*61046927SAndroid Build Coastguard Worker free(prog->serialized_nir);
254*61046927SAndroid Build Coastguard Worker free(prog->base_serialized_nir);
255*61046927SAndroid Build Coastguard Worker
256*61046927SAndroid Build Coastguard Worker if (prog == &_mesa_DummyProgram)
257*61046927SAndroid Build Coastguard Worker return;
258*61046927SAndroid Build Coastguard Worker
259*61046927SAndroid Build Coastguard Worker if (prog->Parameters) {
260*61046927SAndroid Build Coastguard Worker _mesa_free_parameter_list(prog->Parameters);
261*61046927SAndroid Build Coastguard Worker }
262*61046927SAndroid Build Coastguard Worker
263*61046927SAndroid Build Coastguard Worker if (prog->nir) {
264*61046927SAndroid Build Coastguard Worker ralloc_free(prog->nir);
265*61046927SAndroid Build Coastguard Worker }
266*61046927SAndroid Build Coastguard Worker
267*61046927SAndroid Build Coastguard Worker if (prog->sh.BindlessSamplers) {
268*61046927SAndroid Build Coastguard Worker ralloc_free(prog->sh.BindlessSamplers);
269*61046927SAndroid Build Coastguard Worker }
270*61046927SAndroid Build Coastguard Worker
271*61046927SAndroid Build Coastguard Worker if (prog->sh.BindlessImages) {
272*61046927SAndroid Build Coastguard Worker ralloc_free(prog->sh.BindlessImages);
273*61046927SAndroid Build Coastguard Worker }
274*61046927SAndroid Build Coastguard Worker
275*61046927SAndroid Build Coastguard Worker if (prog->driver_cache_blob) {
276*61046927SAndroid Build Coastguard Worker ralloc_free(prog->driver_cache_blob);
277*61046927SAndroid Build Coastguard Worker }
278*61046927SAndroid Build Coastguard Worker
279*61046927SAndroid Build Coastguard Worker ralloc_free(prog);
280*61046927SAndroid Build Coastguard Worker }
281*61046927SAndroid Build Coastguard Worker
282*61046927SAndroid Build Coastguard Worker
283*61046927SAndroid Build Coastguard Worker /**
284*61046927SAndroid Build Coastguard Worker * Return the gl_program object for a given ID.
285*61046927SAndroid Build Coastguard Worker * Basically just a wrapper for _mesa_HashLookup() to avoid a lot of
286*61046927SAndroid Build Coastguard Worker * casts elsewhere.
287*61046927SAndroid Build Coastguard Worker */
288*61046927SAndroid Build Coastguard Worker struct gl_program *
_mesa_lookup_program(struct gl_context * ctx,GLuint id)289*61046927SAndroid Build Coastguard Worker _mesa_lookup_program(struct gl_context *ctx, GLuint id)
290*61046927SAndroid Build Coastguard Worker {
291*61046927SAndroid Build Coastguard Worker if (id)
292*61046927SAndroid Build Coastguard Worker return (struct gl_program *) _mesa_HashLookup(&ctx->Shared->Programs, id);
293*61046927SAndroid Build Coastguard Worker else
294*61046927SAndroid Build Coastguard Worker return NULL;
295*61046927SAndroid Build Coastguard Worker }
296*61046927SAndroid Build Coastguard Worker
297*61046927SAndroid Build Coastguard Worker
298*61046927SAndroid Build Coastguard Worker /**
299*61046927SAndroid Build Coastguard Worker * Reference counting for vertex/fragment programs
300*61046927SAndroid Build Coastguard Worker * This is normally only called from the _mesa_reference_program() macro
301*61046927SAndroid Build Coastguard Worker * when there's a real pointer change.
302*61046927SAndroid Build Coastguard Worker */
303*61046927SAndroid Build Coastguard Worker void
_mesa_reference_program_(struct gl_context * ctx,struct gl_program ** ptr,struct gl_program * prog)304*61046927SAndroid Build Coastguard Worker _mesa_reference_program_(struct gl_context *ctx,
305*61046927SAndroid Build Coastguard Worker struct gl_program **ptr,
306*61046927SAndroid Build Coastguard Worker struct gl_program *prog)
307*61046927SAndroid Build Coastguard Worker {
308*61046927SAndroid Build Coastguard Worker #ifndef NDEBUG
309*61046927SAndroid Build Coastguard Worker assert(ptr);
310*61046927SAndroid Build Coastguard Worker if (*ptr && prog) {
311*61046927SAndroid Build Coastguard Worker /* sanity check */
312*61046927SAndroid Build Coastguard Worker if ((*ptr)->Target == GL_VERTEX_PROGRAM_ARB)
313*61046927SAndroid Build Coastguard Worker assert(prog->Target == GL_VERTEX_PROGRAM_ARB);
314*61046927SAndroid Build Coastguard Worker else if ((*ptr)->Target == GL_FRAGMENT_PROGRAM_ARB)
315*61046927SAndroid Build Coastguard Worker assert(prog->Target == GL_FRAGMENT_PROGRAM_ARB ||
316*61046927SAndroid Build Coastguard Worker prog->Target == GL_FRAGMENT_PROGRAM_NV);
317*61046927SAndroid Build Coastguard Worker else if ((*ptr)->Target == GL_GEOMETRY_PROGRAM_NV)
318*61046927SAndroid Build Coastguard Worker assert(prog->Target == GL_GEOMETRY_PROGRAM_NV);
319*61046927SAndroid Build Coastguard Worker }
320*61046927SAndroid Build Coastguard Worker #endif
321*61046927SAndroid Build Coastguard Worker
322*61046927SAndroid Build Coastguard Worker if (*ptr) {
323*61046927SAndroid Build Coastguard Worker struct gl_program *oldProg = *ptr;
324*61046927SAndroid Build Coastguard Worker
325*61046927SAndroid Build Coastguard Worker assert(oldProg->RefCount > 0);
326*61046927SAndroid Build Coastguard Worker
327*61046927SAndroid Build Coastguard Worker if (p_atomic_dec_zero(&oldProg->RefCount)) {
328*61046927SAndroid Build Coastguard Worker assert(ctx);
329*61046927SAndroid Build Coastguard Worker _mesa_reference_shader_program_data(&oldProg->sh.data, NULL);
330*61046927SAndroid Build Coastguard Worker _mesa_delete_program(ctx, oldProg);
331*61046927SAndroid Build Coastguard Worker }
332*61046927SAndroid Build Coastguard Worker
333*61046927SAndroid Build Coastguard Worker *ptr = NULL;
334*61046927SAndroid Build Coastguard Worker }
335*61046927SAndroid Build Coastguard Worker
336*61046927SAndroid Build Coastguard Worker assert(!*ptr);
337*61046927SAndroid Build Coastguard Worker if (prog) {
338*61046927SAndroid Build Coastguard Worker p_atomic_inc(&prog->RefCount);
339*61046927SAndroid Build Coastguard Worker }
340*61046927SAndroid Build Coastguard Worker
341*61046927SAndroid Build Coastguard Worker *ptr = prog;
342*61046927SAndroid Build Coastguard Worker }
343*61046927SAndroid Build Coastguard Worker
344*61046927SAndroid Build Coastguard Worker /* Gets the minimum number of shader invocations per fragment.
345*61046927SAndroid Build Coastguard Worker * This function is useful to determine if we need to do per
346*61046927SAndroid Build Coastguard Worker * sample shading or per fragment shading.
347*61046927SAndroid Build Coastguard Worker */
348*61046927SAndroid Build Coastguard Worker GLint
_mesa_get_min_invocations_per_fragment(struct gl_context * ctx,const struct gl_program * prog)349*61046927SAndroid Build Coastguard Worker _mesa_get_min_invocations_per_fragment(struct gl_context *ctx,
350*61046927SAndroid Build Coastguard Worker const struct gl_program *prog)
351*61046927SAndroid Build Coastguard Worker {
352*61046927SAndroid Build Coastguard Worker /* From ARB_sample_shading specification:
353*61046927SAndroid Build Coastguard Worker * "Using gl_SampleID in a fragment shader causes the entire shader
354*61046927SAndroid Build Coastguard Worker * to be evaluated per-sample."
355*61046927SAndroid Build Coastguard Worker *
356*61046927SAndroid Build Coastguard Worker * "Using gl_SamplePosition in a fragment shader causes the entire
357*61046927SAndroid Build Coastguard Worker * shader to be evaluated per-sample."
358*61046927SAndroid Build Coastguard Worker *
359*61046927SAndroid Build Coastguard Worker * "If MULTISAMPLE or SAMPLE_SHADING_ARB is disabled, sample shading
360*61046927SAndroid Build Coastguard Worker * has no effect."
361*61046927SAndroid Build Coastguard Worker */
362*61046927SAndroid Build Coastguard Worker if (ctx->Multisample.Enabled) {
363*61046927SAndroid Build Coastguard Worker /* The ARB_gpu_shader5 specification says:
364*61046927SAndroid Build Coastguard Worker *
365*61046927SAndroid Build Coastguard Worker * "Use of the "sample" qualifier on a fragment shader input
366*61046927SAndroid Build Coastguard Worker * forces per-sample shading"
367*61046927SAndroid Build Coastguard Worker */
368*61046927SAndroid Build Coastguard Worker if (prog->info.fs.uses_sample_qualifier ||
369*61046927SAndroid Build Coastguard Worker BITSET_TEST(prog->info.system_values_read, SYSTEM_VALUE_SAMPLE_ID) ||
370*61046927SAndroid Build Coastguard Worker BITSET_TEST(prog->info.system_values_read, SYSTEM_VALUE_SAMPLE_POS))
371*61046927SAndroid Build Coastguard Worker return MAX2(_mesa_geometric_samples(ctx->DrawBuffer), 1);
372*61046927SAndroid Build Coastguard Worker else if (ctx->Multisample.SampleShading)
373*61046927SAndroid Build Coastguard Worker return MAX2(ceilf(ctx->Multisample.MinSampleShadingValue *
374*61046927SAndroid Build Coastguard Worker _mesa_geometric_samples(ctx->DrawBuffer)), 1);
375*61046927SAndroid Build Coastguard Worker else
376*61046927SAndroid Build Coastguard Worker return 1;
377*61046927SAndroid Build Coastguard Worker }
378*61046927SAndroid Build Coastguard Worker return 1;
379*61046927SAndroid Build Coastguard Worker }
380*61046927SAndroid Build Coastguard Worker
381*61046927SAndroid Build Coastguard Worker
382*61046927SAndroid Build Coastguard Worker GLbitfield
gl_external_samplers(const struct gl_program * prog)383*61046927SAndroid Build Coastguard Worker gl_external_samplers(const struct gl_program *prog)
384*61046927SAndroid Build Coastguard Worker {
385*61046927SAndroid Build Coastguard Worker GLbitfield external_samplers = 0;
386*61046927SAndroid Build Coastguard Worker GLbitfield mask = prog->SamplersUsed;
387*61046927SAndroid Build Coastguard Worker
388*61046927SAndroid Build Coastguard Worker while (mask) {
389*61046927SAndroid Build Coastguard Worker int idx = u_bit_scan(&mask);
390*61046927SAndroid Build Coastguard Worker if (prog->sh.SamplerTargets[idx] == TEXTURE_EXTERNAL_INDEX)
391*61046927SAndroid Build Coastguard Worker external_samplers |= (1 << idx);
392*61046927SAndroid Build Coastguard Worker }
393*61046927SAndroid Build Coastguard Worker
394*61046927SAndroid Build Coastguard Worker return external_samplers;
395*61046927SAndroid Build Coastguard Worker }
396*61046927SAndroid Build Coastguard Worker
compare_state_var(const void * a1,const void * a2)397*61046927SAndroid Build Coastguard Worker static int compare_state_var(const void *a1, const void *a2)
398*61046927SAndroid Build Coastguard Worker {
399*61046927SAndroid Build Coastguard Worker const struct gl_program_parameter *p1 =
400*61046927SAndroid Build Coastguard Worker (const struct gl_program_parameter *)a1;
401*61046927SAndroid Build Coastguard Worker const struct gl_program_parameter *p2 =
402*61046927SAndroid Build Coastguard Worker (const struct gl_program_parameter *)a2;
403*61046927SAndroid Build Coastguard Worker
404*61046927SAndroid Build Coastguard Worker for (unsigned i = 0; i < STATE_LENGTH; i++) {
405*61046927SAndroid Build Coastguard Worker if (p1->StateIndexes[i] != p2->StateIndexes[i])
406*61046927SAndroid Build Coastguard Worker return p1->StateIndexes[i] - p2->StateIndexes[i];
407*61046927SAndroid Build Coastguard Worker }
408*61046927SAndroid Build Coastguard Worker return 0;
409*61046927SAndroid Build Coastguard Worker }
410*61046927SAndroid Build Coastguard Worker
411*61046927SAndroid Build Coastguard Worker void
_mesa_add_separate_state_parameters(struct gl_program * prog,struct gl_program_parameter_list * state_params)412*61046927SAndroid Build Coastguard Worker _mesa_add_separate_state_parameters(struct gl_program *prog,
413*61046927SAndroid Build Coastguard Worker struct gl_program_parameter_list *state_params)
414*61046927SAndroid Build Coastguard Worker {
415*61046927SAndroid Build Coastguard Worker unsigned num_state_params = state_params->NumParameters;
416*61046927SAndroid Build Coastguard Worker
417*61046927SAndroid Build Coastguard Worker if (num_state_params == 0)
418*61046927SAndroid Build Coastguard Worker return;
419*61046927SAndroid Build Coastguard Worker
420*61046927SAndroid Build Coastguard Worker /* All state parameters should be vec4s. */
421*61046927SAndroid Build Coastguard Worker for (unsigned i = 0; i < num_state_params; i++) {
422*61046927SAndroid Build Coastguard Worker assert(state_params->Parameters[i].Type == PROGRAM_STATE_VAR);
423*61046927SAndroid Build Coastguard Worker assert(state_params->Parameters[i].Size == 4);
424*61046927SAndroid Build Coastguard Worker assert(state_params->Parameters[i].ValueOffset == i * 4);
425*61046927SAndroid Build Coastguard Worker }
426*61046927SAndroid Build Coastguard Worker
427*61046927SAndroid Build Coastguard Worker /* Sort state parameters to facilitate better parameter merging. */
428*61046927SAndroid Build Coastguard Worker qsort(state_params->Parameters, num_state_params,
429*61046927SAndroid Build Coastguard Worker sizeof(state_params->Parameters[0]), compare_state_var);
430*61046927SAndroid Build Coastguard Worker unsigned *remap = malloc(num_state_params * sizeof(unsigned));
431*61046927SAndroid Build Coastguard Worker
432*61046927SAndroid Build Coastguard Worker /* Add state parameters to the end of the parameter list. */
433*61046927SAndroid Build Coastguard Worker for (unsigned i = 0; i < num_state_params; i++) {
434*61046927SAndroid Build Coastguard Worker unsigned old_index = state_params->Parameters[i].ValueOffset / 4;
435*61046927SAndroid Build Coastguard Worker
436*61046927SAndroid Build Coastguard Worker remap[old_index] =
437*61046927SAndroid Build Coastguard Worker _mesa_add_parameter(prog->Parameters, PROGRAM_STATE_VAR,
438*61046927SAndroid Build Coastguard Worker state_params->Parameters[i].Name,
439*61046927SAndroid Build Coastguard Worker state_params->Parameters[i].Size,
440*61046927SAndroid Build Coastguard Worker GL_NONE, NULL,
441*61046927SAndroid Build Coastguard Worker state_params->Parameters[i].StateIndexes,
442*61046927SAndroid Build Coastguard Worker state_params->Parameters[i].Padded);
443*61046927SAndroid Build Coastguard Worker
444*61046927SAndroid Build Coastguard Worker prog->Parameters->StateFlags |=
445*61046927SAndroid Build Coastguard Worker _mesa_program_state_flags(state_params->Parameters[i].StateIndexes);
446*61046927SAndroid Build Coastguard Worker }
447*61046927SAndroid Build Coastguard Worker
448*61046927SAndroid Build Coastguard Worker /* Fix up state parameter offsets in instructions. */
449*61046927SAndroid Build Coastguard Worker int num_instr = prog->arb.NumInstructions;
450*61046927SAndroid Build Coastguard Worker struct prog_instruction *instrs = prog->arb.Instructions;
451*61046927SAndroid Build Coastguard Worker
452*61046927SAndroid Build Coastguard Worker /* Fix src indices after sorting. */
453*61046927SAndroid Build Coastguard Worker for (unsigned i = 0; i < num_instr; i++) {
454*61046927SAndroid Build Coastguard Worker struct prog_instruction *inst = instrs + i;
455*61046927SAndroid Build Coastguard Worker unsigned num_src = _mesa_num_inst_src_regs(inst->Opcode);
456*61046927SAndroid Build Coastguard Worker
457*61046927SAndroid Build Coastguard Worker for (unsigned j = 0; j < num_src; j++) {
458*61046927SAndroid Build Coastguard Worker if (inst->SrcReg[j].File == PROGRAM_STATE_VAR)
459*61046927SAndroid Build Coastguard Worker inst->SrcReg[j].Index = remap[inst->SrcReg[j].Index];
460*61046927SAndroid Build Coastguard Worker }
461*61046927SAndroid Build Coastguard Worker }
462*61046927SAndroid Build Coastguard Worker free(remap);
463*61046927SAndroid Build Coastguard Worker }
464