/************************************************************************** * * Copyright 2003 VMware, Inc. * All Rights Reserved. * * Permission is hereby granted, free of charge, to any person obtaining a * copy of this software and associated documentation files (the * "Software"), to deal in the Software without restriction, including * without limitation the rights to use, copy, modify, merge, publish, * distribute, sub license, and/or sell copies of the Software, and to * permit persons to whom the Software is furnished to do so, subject to * the following conditions: * * The above copyright notice and this permission notice (including the * next paragraph) shall be included in all copies or substantial portions * of the Software. * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF * MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT. * IN NO EVENT SHALL VMWARE AND/OR ITS SUPPLIERS BE LIABLE FOR * ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, * TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE * SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. * **************************************************************************/ /* * Authors: * Keith Whitwell */ #include "main/glheader.h" #include "main/macros.h" #include "main/enums.h" #include "main/shaderapi.h" #include "program/prog_instruction.h" #include "program/program.h" #include "cso_cache/cso_context.h" #include "draw/draw_context.h" #include "st_context.h" #include "st_debug.h" #include "st_program.h" #include "st_cb_program.h" #include "st_glsl_to_ir.h" #include "st_atifs_to_nir.h" #include "st_util.h" /** * Called via ctx->Driver.NewProgram() to allocate a new vertex or * fragment program. */ static struct gl_program * st_new_program(struct gl_context *ctx, gl_shader_stage stage, GLuint id, bool is_arb_asm) { struct st_program *prog; switch (stage) { case MESA_SHADER_VERTEX: prog = (struct st_program*)rzalloc(NULL, struct st_vertex_program); break; default: prog = rzalloc(NULL, struct st_program); break; } return _mesa_init_gl_program(&prog->Base, stage, id, is_arb_asm); } /** * Called via ctx->Driver.DeleteProgram() */ static void st_delete_program(struct gl_context *ctx, struct gl_program *prog) { struct st_context *st = st_context(ctx); struct st_program *stp = st_program(prog); st_release_variants(st, stp); if (stp->glsl_to_tgsi) free_glsl_to_tgsi_visitor(stp->glsl_to_tgsi); free(stp->serialized_nir); /* delete base class */ _mesa_delete_program( ctx, prog ); } /** * Called via ctx->Driver.ProgramStringNotify() * Called when the program's text/code is changed. We have to free * all shader variants and corresponding gallium shaders when this happens. */ static GLboolean st_program_string_notify( struct gl_context *ctx, GLenum target, struct gl_program *prog ) { struct st_context *st = st_context(ctx); struct st_program *stp = (struct st_program *) prog; /* GLSL-to-NIR should not end up here. */ assert(!stp->shader_program); st_release_variants(st, stp); if (target == GL_FRAGMENT_PROGRAM_ARB || target == GL_FRAGMENT_SHADER_ATI) { if (target == GL_FRAGMENT_SHADER_ATI) { assert(stp->ati_fs); assert(stp->ati_fs->Program == prog); st_init_atifs_prog(ctx, prog); } if (!st_translate_fragment_program(st, stp)) return false; } else if (target == GL_VERTEX_PROGRAM_ARB) { if (!st_translate_vertex_program(st, stp)) return false; } else { if (!st_translate_common_program(st, stp)) return false; } st_finalize_program(st, prog); return GL_TRUE; } /** * Called via ctx->Driver.NewATIfs() * Called in glEndFragmentShaderATI() */ static struct gl_program * st_new_ati_fs(struct gl_context *ctx, struct ati_fragment_shader *curProg) { struct gl_program *prog = ctx->Driver.NewProgram(ctx, MESA_SHADER_FRAGMENT, curProg->Id, true); struct st_program *stfp = (struct st_program *)prog; stfp->ati_fs = curProg; return prog; } static void st_max_shader_compiler_threads(struct gl_context *ctx, unsigned count) { struct pipe_screen *screen = st_context(ctx)->screen; if (screen->set_max_shader_compiler_threads) screen->set_max_shader_compiler_threads(screen, count); } static bool st_get_shader_program_completion_status(struct gl_context *ctx, struct gl_shader_program *shprog) { struct pipe_screen *screen = st_context(ctx)->screen; if (!screen->is_parallel_shader_compilation_finished) return true; for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) { struct gl_linked_shader *linked = shprog->_LinkedShaders[i]; void *sh = NULL; if (!linked || !linked->Program) continue; if (st_program(linked->Program)->variants) sh = st_program(linked->Program)->variants->driver_shader; unsigned type = pipe_shader_type_from_mesa(i); if (sh && !screen->is_parallel_shader_compilation_finished(screen, sh, type)) return false; } return true; } /** * Plug in the program and shader-related device driver functions. */ void st_init_program_functions(struct dd_function_table *functions) { functions->NewProgram = st_new_program; functions->DeleteProgram = st_delete_program; functions->ProgramStringNotify = st_program_string_notify; functions->NewATIfs = st_new_ati_fs; functions->LinkShader = st_link_shader; functions->SetMaxShaderCompilerThreads = st_max_shader_compiler_threads; functions->GetShaderProgramCompletionStatus = st_get_shader_program_completion_status; }