/************************************************************************** * * 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" /** * 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) { const struct lp_fragment_shader *lpfs = llvmpipe->fs; struct vertex_info *vinfo = &llvmpipe->vertex_info; int vs_index; uint i; draw_prepare_shader_outputs(llvmpipe->draw); llvmpipe->color_slot[0] = -1; llvmpipe->color_slot[1] = -1; llvmpipe->bcolor_slot[0] = -1; llvmpipe->bcolor_slot[1] = -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; vs_index = draw_find_shader_output(llvmpipe->draw, TGSI_SEMANTIC_POSITION, 0); draw_emit_vertex_attr(vinfo, EMIT_4F, INTERP_PERSPECTIVE, vs_index); for (i = 0; i < lpfs->info.base.num_inputs; i++) { /* * Search for each input in current vs output: */ vs_index = draw_find_shader_output(llvmpipe->draw, lpfs->info.base.input_semantic_name[i], lpfs->info.base.input_semantic_index[i]); if (lpfs->info.base.input_semantic_name[i] == TGSI_SEMANTIC_COLOR && lpfs->info.base.input_semantic_index[i] < 2) { int idx = lpfs->info.base.input_semantic_index[i]; llvmpipe->color_slot[idx] = (int)vinfo->num_attribs; } if (lpfs->info.base.input_semantic_name[i] == TGSI_SEMANTIC_FACE) { llvmpipe->face_slot = vinfo->num_attribs; draw_emit_vertex_attr(vinfo, EMIT_4F, INTERP_CONSTANT, vs_index); } else if (lpfs->info.base.input_semantic_name[i] == TGSI_SEMANTIC_PRIMID) { draw_emit_vertex_attr(vinfo, EMIT_4F, INTERP_CONSTANT, vs_index); } else { /* * Emit the requested fs attribute for all but position. */ draw_emit_vertex_attr(vinfo, EMIT_4F, INTERP_PERSPECTIVE, vs_index); } } /* Figure out if we need bcolor as well. */ for (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, INTERP_PERSPECTIVE, 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 = vinfo->num_attribs; draw_emit_vertex_attr(vinfo, EMIT_4F, INTERP_CONSTANT, vs_index); } /* Figure out if we need viewport index */ vs_index = draw_find_shader_output(llvmpipe->draw, TGSI_SEMANTIC_VIEWPORT_INDEX, 0); if (vs_index >= 0) { llvmpipe->viewport_index_slot = vinfo->num_attribs; draw_emit_vertex_attr(vinfo, EMIT_4F, INTERP_CONSTANT, vs_index); } else { llvmpipe->viewport_index_slot = 0; } /* Figure out if we need layer */ vs_index = draw_find_shader_output(llvmpipe->draw, TGSI_SEMANTIC_LAYER, 0); if (vs_index >= 0) { llvmpipe->layer_slot = vinfo->num_attribs; draw_emit_vertex_attr(vinfo, EMIT_4F, INTERP_CONSTANT, vs_index); } else { llvmpipe->layer_slot = 0; } draw_compute_vertex_size(vinfo); lp_setup_set_vertex_info(llvmpipe->setup, vinfo); } /** * 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 state tracker 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_RASTERIZER | LP_NEW_FS | 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_RASTERIZER)) { boolean discard = (llvmpipe->sample_mask & 1) == 0 || (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_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_CONSTANTS) lp_setup_set_fs_constants(llvmpipe->setup, Elements(llvmpipe->constants[PIPE_SHADER_FRAGMENT]), llvmpipe->constants[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->dirty = 0; }