/************************************************************************** * * 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 "draw/draw_context.h" #include "draw/draw_vertex.h" #include "pipe/p_shader_tokens.h" #include "util/log.h" #include "util/u_memory.h" #include "i915_context.h" #include "i915_debug.h" #include "i915_fpc.h" #include "i915_reg.h" #include "i915_state.h" /*********************************************************************** * Determine the hardware vertex layout. * Depends on vertex/fragment shader state. */ static void calculate_vertex_layout(struct i915_context *i915) { const struct i915_fragment_shader *fs = i915->fs; struct i915_vertex_info vinfo; bool colors[2], fog, needW, face; uint32_t i; int src; colors[0] = colors[1] = fog = needW = face = false; memset(&vinfo, 0, sizeof(vinfo)); /* Determine which fragment program inputs are needed. Setup HW vertex * layout below, in the HW-specific attribute order. */ for (i = 0; i < fs->info.num_inputs; i++) { switch (fs->info.input_semantic_name[i]) { case TGSI_SEMANTIC_POSITION: case TGSI_SEMANTIC_PCOORD: case TGSI_SEMANTIC_FACE: /* Handled as texcoord inputs below */ break; case TGSI_SEMANTIC_COLOR: assert(fs->info.input_semantic_index[i] < 2); colors[fs->info.input_semantic_index[i]] = true; break; case TGSI_SEMANTIC_TEXCOORD: case TGSI_SEMANTIC_GENERIC: needW = true; break; case TGSI_SEMANTIC_FOG: fog = true; break; default: debug_printf("Unknown input type %d\n", fs->info.input_semantic_name[i]); assert(0); } } /* pos */ src = draw_find_shader_output(i915->draw, TGSI_SEMANTIC_POSITION, 0); if (needW) { draw_emit_vertex_attr(&vinfo.draw, EMIT_4F, src); vinfo.hwfmt[0] |= S4_VFMT_XYZW; vinfo.draw.attrib[0].emit = EMIT_4F; } else { draw_emit_vertex_attr(&vinfo.draw, EMIT_3F, src); vinfo.hwfmt[0] |= S4_VFMT_XYZ; vinfo.draw.attrib[0].emit = EMIT_3F; } /* point size. if not emitted here, then point size comes from LIS4. */ if (i915->rasterizer->templ.point_size_per_vertex) { src = draw_find_shader_output(i915->draw, TGSI_SEMANTIC_PSIZE, 0); if (src != -1) { draw_emit_vertex_attr(&vinfo.draw, EMIT_1F, src); vinfo.hwfmt[0] |= S4_VFMT_POINT_WIDTH; } } /* primary color */ if (colors[0]) { src = draw_find_shader_output(i915->draw, TGSI_SEMANTIC_COLOR, 0); draw_emit_vertex_attr(&vinfo.draw, EMIT_4UB_BGRA, src); vinfo.hwfmt[0] |= S4_VFMT_COLOR; } /* secondary color */ if (colors[1]) { src = draw_find_shader_output(i915->draw, TGSI_SEMANTIC_COLOR, 1); draw_emit_vertex_attr(&vinfo.draw, EMIT_4UB_BGRA, src); vinfo.hwfmt[0] |= S4_VFMT_SPEC_FOG; } /* fog coord, not fog blend factor */ if (fog) { src = draw_find_shader_output(i915->draw, TGSI_SEMANTIC_FOG, 0); draw_emit_vertex_attr(&vinfo.draw, EMIT_1F, src); vinfo.hwfmt[0] |= S4_VFMT_FOG_PARAM; } /* texcoords/varyings */ for (i = 0; i < I915_TEX_UNITS; i++) { uint32_t hwtc; if (fs->texcoords[i].semantic != -1) { src = draw_find_shader_output(i915->draw, fs->texcoords[i].semantic, fs->texcoords[i].index); if (fs->texcoords[i].semantic == TGSI_SEMANTIC_FACE) { /* XXX Because of limitations in the draw module, currently src will * be 0 for SEMANTIC_FACE, so this aliases to POS. We need to fix in * the draw module by adding an extra shader output. */ mesa_loge("Front/back face is broken\n"); draw_emit_vertex_attr(&vinfo.draw, EMIT_1F, src); hwtc = TEXCOORDFMT_1D; } else { hwtc = TEXCOORDFMT_4D; draw_emit_vertex_attr(&vinfo.draw, EMIT_4F, src); } } else { hwtc = TEXCOORDFMT_NOT_PRESENT; } vinfo.hwfmt[1] |= hwtc << (i * 4); } draw_compute_vertex_size(&vinfo.draw); if (memcmp(&i915->current.vertex_info, &vinfo, sizeof(vinfo))) { /* Need to set this flag so that the LIS2/4 registers get set. * It also means the i915_update_immediate() function must be called * after this one, in i915_update_derived(). */ i915->dirty |= I915_NEW_VERTEX_FORMAT; memcpy(&i915->current.vertex_info, &vinfo, sizeof(vinfo)); } } struct i915_tracked_state i915_update_vertex_layout = { "vertex_layout", calculate_vertex_layout, I915_NEW_RASTERIZER | I915_NEW_FS | I915_NEW_VS}; /*********************************************************************** */ static struct i915_tracked_state *atoms[] = { &i915_update_vertex_layout, &i915_hw_samplers, &i915_hw_immediate, &i915_hw_dynamic, &i915_hw_fs, &i915_hw_framebuffer, &i915_hw_dst_buf_vars, &i915_hw_constants, NULL, }; void i915_update_derived(struct i915_context *i915) { int i; if (I915_DBG_ON(DBG_ATOMS)) i915_dump_dirty(i915, __func__); if (!i915->fs) { i915->dirty &= ~(I915_NEW_FS_CONSTANTS | I915_NEW_FS); i915->hardware_dirty &= ~(I915_HW_PROGRAM | I915_HW_CONSTANTS); } if (!i915->vs) i915->dirty &= ~I915_NEW_VS; if (!i915->blend) i915->dirty &= ~I915_NEW_BLEND; if (!i915->rasterizer) i915->dirty &= ~I915_NEW_RASTERIZER; if (!i915->depth_stencil) i915->dirty &= ~I915_NEW_DEPTH_STENCIL; for (i = 0; atoms[i]; i++) if (atoms[i]->dirty & i915->dirty) atoms[i]->update(i915); i915->dirty = 0; }