/************************************************************************** * * 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. * **************************************************************************/ #include "util/u_math.h" #include "util/u_memory.h" #include "pipe/p_shader_tokens.h" #include "draw/draw_context.h" #include "draw/draw_vertex.h" #include "draw/draw_private.h" #include "lp_context.h" #include "lp_screen.h" #include "lp_setup.h" #include "lp_state.h" #include "tgsi/tgsi_from_mesa.h" /** * The vertex info describes how to convert the post-transformed vertices * (simple float[][4]) used by the 'draw' module into vertices for * rasterization. * * This function validates the vertex layout. */ static void compute_vertex_info(struct llvmpipe_context *llvmpipe) { struct vertex_info *vinfo = &llvmpipe->vertex_info; draw_prepare_shader_outputs(llvmpipe->draw); /* * Those can't actually be 0 (because pos is always at 0). * But use ints anyway to avoid confusion (in vs outputs, they * can very well be at pos 0). */ llvmpipe->color_slot[0] = -1; llvmpipe->color_slot[1] = -1; llvmpipe->bcolor_slot[0] = -1; llvmpipe->bcolor_slot[1] = -1; llvmpipe->viewport_index_slot = -1; llvmpipe->layer_slot = -1; llvmpipe->face_slot = -1; llvmpipe->psize_slot = -1; /* * Match FS inputs against VS outputs, emitting the necessary * attributes. Could cache these structs and look them up with a * combination of fragment shader, vertex shader ids. */ vinfo->num_attribs = 0; int vs_index = draw_find_shader_output(llvmpipe->draw, TGSI_SEMANTIC_POSITION, 0); draw_emit_vertex_attr(vinfo, EMIT_4F, vs_index); struct nir_shader *nir = llvmpipe->fs->base.ir.nir; uint64_t slot_emitted = 0; nir_foreach_shader_in_variable(var, nir) { unsigned tgsi_semantic_name, tgsi_semantic_index; unsigned slots = nir_variable_count_slots(var, var->type); tgsi_get_gl_varying_semantic(var->data.location, true, &tgsi_semantic_name, &tgsi_semantic_index); for (unsigned i = 0; i < slots; i++) { vs_index = draw_find_shader_output(llvmpipe->draw, tgsi_semantic_name, tgsi_semantic_index); if (slot_emitted & BITFIELD64_BIT(vs_index)) { tgsi_semantic_index++; continue; } if (tgsi_semantic_name == TGSI_SEMANTIC_COLOR && tgsi_semantic_index < 2) { int idx = tgsi_semantic_index; llvmpipe->color_slot[idx] = (int)vinfo->num_attribs; } if (tgsi_semantic_name == TGSI_SEMANTIC_FACE) { llvmpipe->face_slot = (int)vinfo->num_attribs; draw_emit_vertex_attr(vinfo, EMIT_4F, vs_index); /* * For vp index and layer, if the fs requires them but the vs doesn't * provide them, draw (vbuf) will give us the required 0 (slot -1). * (This means in this case we'll also use those slots in setup, which * isn't necessary but they'll contain the correct (0) value.) */ } else if (tgsi_semantic_name == TGSI_SEMANTIC_VIEWPORT_INDEX) { llvmpipe->viewport_index_slot = (int)vinfo->num_attribs; draw_emit_vertex_attr(vinfo, EMIT_4F, vs_index); } else if (tgsi_semantic_name == TGSI_SEMANTIC_LAYER) { llvmpipe->layer_slot = (int)vinfo->num_attribs; draw_emit_vertex_attr(vinfo, EMIT_4F, vs_index); } else { /* * Note that we'd actually want to skip position (as we won't use * the attribute in the fs) but can't. The reason is that we don't * actually have an input/output map for setup (even though it looks * like we do...). Could adjust for this though even without a map * (in llvmpipe_create_fs_state()). */ draw_emit_vertex_attr(vinfo, EMIT_4F, vs_index); } slot_emitted |= BITFIELD64_BIT(vs_index); tgsi_semantic_index++; } } /* * The new style front face is a system value, hence won't show up as * ordinary fs register above. But we still need to assign a vs output * location so draw can inject face info for unfilled tris. */ if (llvmpipe->face_slot < 0 && BITSET_TEST(nir->info.system_values_read, SYSTEM_VALUE_FRONT_FACE)) { vs_index = draw_find_shader_output(llvmpipe->draw, TGSI_SEMANTIC_FACE, 0); llvmpipe->face_slot = (int)vinfo->num_attribs; draw_emit_vertex_attr(vinfo, EMIT_4F, vs_index); } /* Figure out if we need bcolor as well. */ for (unsigned i = 0; i < 2; i++) { vs_index = draw_find_shader_output(llvmpipe->draw, TGSI_SEMANTIC_BCOLOR, i); if (vs_index >= 0) { llvmpipe->bcolor_slot[i] = (int)vinfo->num_attribs; draw_emit_vertex_attr(vinfo, EMIT_4F, vs_index); } } /* Figure out if we need pointsize as well. */ vs_index = draw_find_shader_output(llvmpipe->draw, TGSI_SEMANTIC_PSIZE, 0); if (vs_index >= 0) { llvmpipe->psize_slot = (int)vinfo->num_attribs; draw_emit_vertex_attr(vinfo, EMIT_4F, vs_index); } /* Figure out if we need viewport index (if it wasn't already in fs input) */ if (llvmpipe->viewport_index_slot < 0) { vs_index = draw_find_shader_output(llvmpipe->draw, TGSI_SEMANTIC_VIEWPORT_INDEX, 0); if (vs_index >= 0) { llvmpipe->viewport_index_slot =(int)vinfo->num_attribs; draw_emit_vertex_attr(vinfo, EMIT_4F, vs_index); } } /* Figure out if we need layer (if it wasn't already in fs input) */ if (llvmpipe->layer_slot < 0) { vs_index = draw_find_shader_output(llvmpipe->draw, TGSI_SEMANTIC_LAYER, 0); if (vs_index >= 0) { llvmpipe->layer_slot = (int)vinfo->num_attribs; draw_emit_vertex_attr(vinfo, EMIT_4F, vs_index); } } draw_compute_vertex_size(vinfo); lp_setup_set_vertex_info(llvmpipe->setup, vinfo); } static void check_linear_rasterizer(struct llvmpipe_context *lp) { const bool valid_cb_format = (lp->framebuffer.nr_cbufs == 1 && lp->framebuffer.cbufs[0] && util_res_sample_count(lp->framebuffer.cbufs[0]->texture) == 1 && lp->framebuffer.cbufs[0]->texture->target == PIPE_TEXTURE_2D && (lp->framebuffer.cbufs[0]->format == PIPE_FORMAT_B8G8R8A8_UNORM || lp->framebuffer.cbufs[0]->format == PIPE_FORMAT_B8G8R8X8_UNORM || lp->framebuffer.cbufs[0]->format == PIPE_FORMAT_R8G8B8A8_UNORM || lp->framebuffer.cbufs[0]->format == PIPE_FORMAT_R8G8B8X8_UNORM)); /* permit_linear means guardband, hence fake scissor, which we can only * handle if there's just one vp. */ const bool single_vp = lp->viewport_index_slot < 0; const bool permit_linear = (!lp->framebuffer.zsbuf && valid_cb_format && single_vp); /* Tell draw that we're happy doing our own x/y clipping. */ bool clipping_changed = false; if (lp->permit_linear_rasterizer != permit_linear) { lp->permit_linear_rasterizer = permit_linear; lp_setup_set_linear_mode(lp->setup, permit_linear); clipping_changed = true; } if (lp->single_vp != single_vp) { lp->single_vp = single_vp; clipping_changed = true; } /* Disable xy clipping in linear mode. * * Use a guard band if we don't have zsbuf. Could enable * guardband always - this just to be conservative. * * Because we have a layering violation where the draw module emits * state changes to the driver while we're already inside a draw * call, need to be careful about when we make calls back to the * draw module. Hence the clipping_changed flag which is as much * to prevent flush recursion as it is to short-circuit noop state * changes. */ if (clipping_changed) { draw_set_driver_clipping(lp->draw, false, // bypass_clip_xy false, //bypass_clip_z permit_linear, // guard_band_xy, single_vp); // bypass_clip_points) } } /** * Handle state changes before clears. * Called just prior to clearing (pipe::clear()). */ void llvmpipe_update_derived_clear(struct llvmpipe_context *llvmpipe) { if (llvmpipe->dirty & (LP_NEW_FS | LP_NEW_FRAMEBUFFER)) check_linear_rasterizer(llvmpipe); } /** * Handle state changes. * Called just prior to drawing anything (pipe::draw_arrays(), etc). * * Hopefully this will remain quite simple, otherwise need to pull in * something like the gallium frontend mechanism. */ void llvmpipe_update_derived(struct llvmpipe_context *llvmpipe) { struct llvmpipe_screen *lp_screen = llvmpipe_screen(llvmpipe->pipe.screen); /* Check for updated textures. */ if (llvmpipe->tex_timestamp != lp_screen->timestamp) { llvmpipe->tex_timestamp = lp_screen->timestamp; llvmpipe->dirty |= LP_NEW_SAMPLER_VIEW; } if (llvmpipe->dirty & (LP_NEW_TASK)) llvmpipe_update_task_shader(llvmpipe); if (llvmpipe->dirty & (LP_NEW_MESH)) llvmpipe_update_mesh_shader(llvmpipe); /* This needs LP_NEW_RASTERIZER because of draw_prepare_shader_outputs(). */ if (llvmpipe->dirty & (LP_NEW_RASTERIZER | LP_NEW_FS | LP_NEW_GS | LP_NEW_TCS | LP_NEW_TES | LP_NEW_MESH | LP_NEW_VS)) compute_vertex_info(llvmpipe); if (llvmpipe->dirty & (LP_NEW_FS | LP_NEW_FRAMEBUFFER | LP_NEW_BLEND | LP_NEW_SCISSOR | LP_NEW_DEPTH_STENCIL_ALPHA | LP_NEW_RASTERIZER | LP_NEW_SAMPLER | LP_NEW_SAMPLER_VIEW | LP_NEW_OCCLUSION_QUERY)) llvmpipe_update_fs(llvmpipe); if (llvmpipe->dirty & (LP_NEW_FS | LP_NEW_FRAMEBUFFER | LP_NEW_RASTERIZER | LP_NEW_SAMPLE_MASK | LP_NEW_DEPTH_STENCIL_ALPHA)) { bool discard = llvmpipe->rasterizer ? llvmpipe->rasterizer->rasterizer_discard : false; lp_setup_set_rasterizer_discard(llvmpipe->setup, discard); } if (llvmpipe->dirty & (LP_NEW_FS | LP_NEW_FRAMEBUFFER | LP_NEW_RASTERIZER)) llvmpipe_update_setup(llvmpipe); if (llvmpipe->dirty & LP_NEW_SAMPLE_MASK) lp_setup_set_sample_mask(llvmpipe->setup, llvmpipe->sample_mask); if (llvmpipe->dirty & LP_NEW_BLEND_COLOR) lp_setup_set_blend_color(llvmpipe->setup, &llvmpipe->blend_color); if (llvmpipe->dirty & LP_NEW_SCISSOR) lp_setup_set_scissors(llvmpipe->setup, llvmpipe->scissors); if (llvmpipe->dirty & LP_NEW_DEPTH_STENCIL_ALPHA) { lp_setup_set_alpha_ref_value(llvmpipe->setup, llvmpipe->depth_stencil->alpha_ref_value); lp_setup_set_stencil_ref_values(llvmpipe->setup, llvmpipe->stencil_ref.ref_value); } if (llvmpipe->dirty & LP_NEW_FS_CONSTANTS) lp_setup_set_fs_constants(llvmpipe->setup, ARRAY_SIZE(llvmpipe->constants[PIPE_SHADER_FRAGMENT]), llvmpipe->constants[PIPE_SHADER_FRAGMENT]); if (llvmpipe->dirty & LP_NEW_FS_SSBOS) lp_setup_set_fs_ssbos(llvmpipe->setup, ARRAY_SIZE(llvmpipe->ssbos[PIPE_SHADER_FRAGMENT]), llvmpipe->ssbos[PIPE_SHADER_FRAGMENT], llvmpipe->fs_ssbo_write_mask); if (llvmpipe->dirty & LP_NEW_FS_IMAGES) lp_setup_set_fs_images(llvmpipe->setup, ARRAY_SIZE(llvmpipe->images[PIPE_SHADER_FRAGMENT]), llvmpipe->images[PIPE_SHADER_FRAGMENT]); if (llvmpipe->dirty & (LP_NEW_SAMPLER_VIEW)) lp_setup_set_fragment_sampler_views(llvmpipe->setup, llvmpipe->num_sampler_views[PIPE_SHADER_FRAGMENT], llvmpipe->sampler_views[PIPE_SHADER_FRAGMENT]); if (llvmpipe->dirty & (LP_NEW_SAMPLER)) lp_setup_set_fragment_sampler_state(llvmpipe->setup, llvmpipe->num_samplers[PIPE_SHADER_FRAGMENT], llvmpipe->samplers[PIPE_SHADER_FRAGMENT]); if (llvmpipe->dirty & LP_NEW_VIEWPORT) { /* * Update setup and fragment's view of the active viewport state. * * XXX TODO: It is possible to only loop over the active viewports * instead of all viewports (PIPE_MAX_VIEWPORTS). */ lp_setup_set_viewports(llvmpipe->setup, PIPE_MAX_VIEWPORTS, llvmpipe->viewports); } llvmpipe_task_update_derived(llvmpipe); llvmpipe_mesh_update_derived(llvmpipe); llvmpipe_update_derived_clear(llvmpipe); llvmpipe->dirty = 0; }