/************************************************************************** * * 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_inlines.h" #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 "sp_context.h" #include "sp_screen.h" #include "sp_state.h" #include "sp_texture.h" #include "sp_tex_sample.h" #include "sp_tex_tile_cache.h" /** * Mark the current vertex layout as "invalid". * We'll validate the vertex layout later, when we start to actually * render a point or line or tri. */ static void invalidate_vertex_layout(struct softpipe_context *softpipe) { softpipe->setup_info.valid = 0; } /** * 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 softpipe_compute_vertex_info(struct softpipe_context *softpipe) { struct sp_setup_info *sinfo = &softpipe->setup_info; if (sinfo->valid == 0) { const struct tgsi_shader_info *fsInfo = &softpipe->fs_variant->info; struct vertex_info *vinfo = &softpipe->vertex_info; uint i; int vs_index; /* * This doesn't quite work right (wrt face injection, prim id, * wide points) - hit a couple assertions, misrenderings plus * memory corruption. Albeit could fix (the former two) by calling * this "more often" (rasterizer changes etc.). (The latter would * need to be included in draw_prepare_shader_outputs, but it looks * like that would potentially allocate quite some unused additional * vertex outputs.) * draw_prepare_shader_outputs(softpipe->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). */ softpipe->viewport_index_slot = -1; softpipe->layer_slot = -1; softpipe->psize_slot = -1; vinfo->num_attribs = 0; /* * Put position always first (setup needs it there). */ vs_index = draw_find_shader_output(softpipe->draw, TGSI_SEMANTIC_POSITION, 0); draw_emit_vertex_attr(vinfo, EMIT_4F, vs_index); /* * Match FS inputs against VS outputs, emitting the necessary * attributes. */ for (i = 0; i < fsInfo->num_inputs; i++) { enum sp_interp_mode interp = SP_INTERP_LINEAR; switch (fsInfo->input_interpolate[i]) { case TGSI_INTERPOLATE_CONSTANT: interp = SP_INTERP_CONSTANT; break; case TGSI_INTERPOLATE_LINEAR: interp = SP_INTERP_LINEAR; break; case TGSI_INTERPOLATE_PERSPECTIVE: interp = SP_INTERP_PERSPECTIVE; break; case TGSI_INTERPOLATE_COLOR: assert(fsInfo->input_semantic_name[i] == TGSI_SEMANTIC_COLOR); break; default: assert(0); } switch (fsInfo->input_semantic_name[i]) { case TGSI_SEMANTIC_POSITION: interp = SP_INTERP_POS; break; case TGSI_SEMANTIC_COLOR: if (fsInfo->input_interpolate[i] == TGSI_INTERPOLATE_COLOR) { if (softpipe->rasterizer->flatshade) interp = SP_INTERP_CONSTANT; else interp = SP_INTERP_PERSPECTIVE; } break; } /* * Search for each input in current vs output: */ vs_index = draw_find_shader_output(softpipe->draw, fsInfo->input_semantic_name[i], fsInfo->input_semantic_index[i]); if (fsInfo->input_semantic_name[i] == TGSI_SEMANTIC_COLOR && vs_index == -1) { /* * try and find a bcolor. * Note that if there's both front and back color, draw will * have copied back to front color already. */ vs_index = draw_find_shader_output(softpipe->draw, TGSI_SEMANTIC_BCOLOR, fsInfo->input_semantic_index[i]); } sinfo->attrib[i].interp = interp; /* extremely pointless index map */ sinfo->attrib[i].src_index = i + 1; /* * 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.) */ if (fsInfo->input_semantic_name[i] == TGSI_SEMANTIC_VIEWPORT_INDEX) { softpipe->viewport_index_slot = (int)vinfo->num_attribs; draw_emit_vertex_attr(vinfo, EMIT_4F, vs_index); } else if (fsInfo->input_semantic_name[i] == TGSI_SEMANTIC_LAYER) { softpipe->layer_slot = (int)vinfo->num_attribs; draw_emit_vertex_attr(vinfo, EMIT_4F, vs_index); /* * 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. */ } 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. */ draw_emit_vertex_attr(vinfo, EMIT_4F, vs_index); } } /* Figure out if we need pointsize as well. */ vs_index = draw_find_shader_output(softpipe->draw, TGSI_SEMANTIC_PSIZE, 0); if (vs_index >= 0) { softpipe->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 (softpipe->viewport_index_slot < 0) { vs_index = draw_find_shader_output(softpipe->draw, TGSI_SEMANTIC_VIEWPORT_INDEX, 0); if (vs_index >= 0) { softpipe->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 (softpipe->layer_slot < 0) { vs_index = draw_find_shader_output(softpipe->draw, TGSI_SEMANTIC_LAYER, 0); if (vs_index >= 0) { softpipe->layer_slot = (int)vinfo->num_attribs; draw_emit_vertex_attr(vinfo, EMIT_4F, vs_index); } } draw_compute_vertex_size(vinfo); softpipe->setup_info.valid = 1; } return; } /** * Called from vbuf module. * * This will trigger validation of the vertex layout (and also compute * the required information for setup). */ struct vertex_info * softpipe_get_vbuf_vertex_info(struct softpipe_context *softpipe) { softpipe_compute_vertex_info(softpipe); return &softpipe->vertex_info; } /** * Recompute cliprect from scissor bounds, scissor enable and surface size. */ static void compute_cliprect(struct softpipe_context *sp) { unsigned i; /* SP_NEW_FRAMEBUFFER */ uint surfWidth = sp->framebuffer.width; uint surfHeight = sp->framebuffer.height; for (i = 0; i < PIPE_MAX_VIEWPORTS; i++) { /* SP_NEW_RASTERIZER */ if (sp->rasterizer->scissor) { /* SP_NEW_SCISSOR * * clip to scissor rect: */ sp->cliprect[i].minx = MAX2(sp->scissors[i].minx, 0); sp->cliprect[i].miny = MAX2(sp->scissors[i].miny, 0); sp->cliprect[i].maxx = MIN2(sp->scissors[i].maxx, surfWidth); sp->cliprect[i].maxy = MIN2(sp->scissors[i].maxy, surfHeight); } else { /* clip to surface bounds */ sp->cliprect[i].minx = 0; sp->cliprect[i].miny = 0; sp->cliprect[i].maxx = surfWidth; sp->cliprect[i].maxy = surfHeight; } } } static void set_shader_sampler(struct softpipe_context *softpipe, enum pipe_shader_type shader, int max_sampler) { int i; for (i = 0; i <= max_sampler; i++) { softpipe->tgsi.sampler[shader]->sp_sampler[i] = (struct sp_sampler *)(softpipe->samplers[shader][i]); } } void softpipe_update_compute_samplers(struct softpipe_context *softpipe) { set_shader_sampler(softpipe, PIPE_SHADER_COMPUTE, softpipe->cs->max_sampler); } static void update_tgsi_samplers( struct softpipe_context *softpipe ) { unsigned i, sh; set_shader_sampler(softpipe, PIPE_SHADER_VERTEX, softpipe->vs->max_sampler); set_shader_sampler(softpipe, PIPE_SHADER_FRAGMENT, softpipe->fs_variant->info.file_max[TGSI_FILE_SAMPLER]); if (softpipe->gs) { set_shader_sampler(softpipe, PIPE_SHADER_GEOMETRY, softpipe->gs->max_sampler); } /* XXX is this really necessary here??? */ for (sh = 0; sh < ARRAY_SIZE(softpipe->tex_cache); sh++) { for (i = 0; i < PIPE_MAX_SAMPLERS; i++) { struct softpipe_tex_tile_cache *tc = softpipe->tex_cache[sh][i]; if (tc && tc->texture) { struct softpipe_resource *spt = softpipe_resource(tc->texture); if (spt->timestamp != tc->timestamp) { sp_tex_tile_cache_validate_texture( tc ); /* _debug_printf("INV %d %d\n", tc->timestamp, spt->timestamp); */ tc->timestamp = spt->timestamp; } } } } } static void update_fragment_shader(struct softpipe_context *softpipe, unsigned prim) { struct sp_fragment_shader_variant_key key; memset(&key, 0, sizeof(key)); if (softpipe->fs) { softpipe->fs_variant = softpipe_find_fs_variant(softpipe, softpipe->fs, &key); /* prepare the TGSI interpreter for FS execution */ softpipe->fs_variant->prepare(softpipe->fs_variant, softpipe->fs_machine, (struct tgsi_sampler *) softpipe-> tgsi.sampler[PIPE_SHADER_FRAGMENT], (struct tgsi_image *)softpipe->tgsi.image[PIPE_SHADER_FRAGMENT], (struct tgsi_buffer *)softpipe->tgsi.buffer[PIPE_SHADER_FRAGMENT]); } else { softpipe->fs_variant = NULL; } /* This would be the logical place to pass the fragment shader * to the draw module. However, doing this here, during state * validation, causes problems with the 'draw' module helpers for * wide/AA/stippled lines. * In principle, the draw's fragment shader should be per-variant * but that doesn't work. So we use a single draw fragment shader * per fragment shader, not per variant. */ #if 0 if (softpipe->fs_variant) { draw_bind_fragment_shader(softpipe->draw, softpipe->fs_variant->draw_shader); } else { draw_bind_fragment_shader(softpipe->draw, NULL); } #endif } /* Hopefully this will remain quite simple, otherwise need to pull in * something like the gallium frontend mechanism. */ void softpipe_update_derived(struct softpipe_context *softpipe, unsigned prim) { struct softpipe_screen *sp_screen = softpipe_screen(softpipe->pipe.screen); /* Check for updated textures. */ if (softpipe->tex_timestamp != sp_screen->timestamp) { softpipe->tex_timestamp = sp_screen->timestamp; softpipe->dirty |= SP_NEW_TEXTURE; } if (softpipe->dirty & (SP_NEW_RASTERIZER | SP_NEW_FS)) update_fragment_shader(softpipe, prim); /* TODO: this looks suboptimal */ if (softpipe->dirty & (SP_NEW_SAMPLER | SP_NEW_TEXTURE | SP_NEW_FS | SP_NEW_VS)) update_tgsi_samplers( softpipe ); if (softpipe->dirty & (SP_NEW_RASTERIZER | SP_NEW_FS | SP_NEW_VS)) invalidate_vertex_layout( softpipe ); if (softpipe->dirty & (SP_NEW_SCISSOR | SP_NEW_RASTERIZER | SP_NEW_FRAMEBUFFER)) compute_cliprect(softpipe); if (softpipe->dirty & (SP_NEW_BLEND | SP_NEW_DEPTH_STENCIL_ALPHA | SP_NEW_FRAMEBUFFER | SP_NEW_FS)) sp_build_quad_pipeline(softpipe); softpipe->dirty = 0; }