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1 /**************************************************************************
2  *
3  * Copyright 2003 VMware, Inc.
4  * All Rights Reserved.
5  *
6  * Permission is hereby granted, free of charge, to any person obtaining a
7  * copy of this software and associated documentation files (the
8  * "Software"), to deal in the Software without restriction, including
9  * without limitation the rights to use, copy, modify, merge, publish,
10  * distribute, sub license, and/or sell copies of the Software, and to
11  * permit persons to whom the Software is furnished to do so, subject to
12  * the following conditions:
13  *
14  * The above copyright notice and this permission notice (including the
15  * next paragraph) shall be included in all copies or substantial portions
16  * of the Software.
17  *
18  * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
19  * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
20  * MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT.
21  * IN NO EVENT SHALL VMWARE AND/OR ITS SUPPLIERS BE LIABLE FOR
22  * ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
23  * TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
24  * SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
25  *
26  **************************************************************************/
27 
28 #include "util/u_math.h"
29 #include "util/u_memory.h"
30 #include "pipe/p_shader_tokens.h"
31 #include "draw/draw_context.h"
32 #include "draw/draw_vertex.h"
33 #include "draw/draw_private.h"
34 #include "lp_context.h"
35 #include "lp_screen.h"
36 #include "lp_setup.h"
37 #include "lp_state.h"
38 
39 
40 
41 /**
42  * The vertex info describes how to convert the post-transformed vertices
43  * (simple float[][4]) used by the 'draw' module into vertices for
44  * rasterization.
45  *
46  * This function validates the vertex layout.
47  */
48 static void
compute_vertex_info(struct llvmpipe_context * llvmpipe)49 compute_vertex_info(struct llvmpipe_context *llvmpipe)
50 {
51    const struct tgsi_shader_info *fsInfo = &llvmpipe->fs->info.base;
52    struct vertex_info *vinfo = &llvmpipe->vertex_info;
53    int vs_index;
54    uint i;
55 
56    draw_prepare_shader_outputs(llvmpipe->draw);
57 
58    /*
59     * Those can't actually be 0 (because pos is always at 0).
60     * But use ints anyway to avoid confusion (in vs outputs, they
61     * can very well be at pos 0).
62     */
63    llvmpipe->color_slot[0] = -1;
64    llvmpipe->color_slot[1] = -1;
65    llvmpipe->bcolor_slot[0] = -1;
66    llvmpipe->bcolor_slot[1] = -1;
67    llvmpipe->viewport_index_slot = -1;
68    llvmpipe->layer_slot = -1;
69    llvmpipe->face_slot = -1;
70    llvmpipe->psize_slot = -1;
71 
72    /*
73     * Match FS inputs against VS outputs, emitting the necessary
74     * attributes.  Could cache these structs and look them up with a
75     * combination of fragment shader, vertex shader ids.
76     */
77 
78    vinfo->num_attribs = 0;
79 
80    vs_index = draw_find_shader_output(llvmpipe->draw,
81                                       TGSI_SEMANTIC_POSITION, 0);
82 
83    draw_emit_vertex_attr(vinfo, EMIT_4F, vs_index);
84 
85    for (i = 0; i < fsInfo->num_inputs; i++) {
86       /*
87        * Search for each input in current vs output:
88        */
89       vs_index = draw_find_shader_output(llvmpipe->draw,
90                                          fsInfo->input_semantic_name[i],
91                                          fsInfo->input_semantic_index[i]);
92 
93       if (fsInfo->input_semantic_name[i] == TGSI_SEMANTIC_COLOR &&
94           fsInfo->input_semantic_index[i] < 2) {
95          int idx = fsInfo->input_semantic_index[i];
96          llvmpipe->color_slot[idx] = (int)vinfo->num_attribs;
97       }
98 
99       if (fsInfo->input_semantic_name[i] == TGSI_SEMANTIC_FACE) {
100          llvmpipe->face_slot = (int)vinfo->num_attribs;
101          draw_emit_vertex_attr(vinfo, EMIT_4F, vs_index);
102       /*
103        * For vp index and layer, if the fs requires them but the vs doesn't
104        * provide them, draw (vbuf) will give us the required 0 (slot -1).
105        * (This means in this case we'll also use those slots in setup, which
106        * isn't necessary but they'll contain the correct (0) value.)
107        */
108       } else if (fsInfo->input_semantic_name[i] ==
109                  TGSI_SEMANTIC_VIEWPORT_INDEX) {
110          llvmpipe->viewport_index_slot = (int)vinfo->num_attribs;
111          draw_emit_vertex_attr(vinfo, EMIT_4F, vs_index);
112       } else if (fsInfo->input_semantic_name[i] == TGSI_SEMANTIC_LAYER) {
113          llvmpipe->layer_slot = (int)vinfo->num_attribs;
114          draw_emit_vertex_attr(vinfo, EMIT_4F, vs_index);
115       } else {
116          /*
117           * Note that we'd actually want to skip position (as we won't use
118           * the attribute in the fs) but can't. The reason is that we don't
119           * actually have an input/output map for setup (even though it looks
120           * like we do...). Could adjust for this though even without a map
121           * (in llvmpipe_create_fs_state()).
122           */
123          draw_emit_vertex_attr(vinfo, EMIT_4F, vs_index);
124       }
125    }
126 
127    /* Figure out if we need bcolor as well.
128     */
129    for (i = 0; i < 2; i++) {
130       vs_index = draw_find_shader_output(llvmpipe->draw,
131                                          TGSI_SEMANTIC_BCOLOR, i);
132 
133       if (vs_index >= 0) {
134          llvmpipe->bcolor_slot[i] = (int)vinfo->num_attribs;
135          draw_emit_vertex_attr(vinfo, EMIT_4F, vs_index);
136       }
137    }
138 
139    /* Figure out if we need pointsize as well.
140     */
141    vs_index = draw_find_shader_output(llvmpipe->draw,
142                                       TGSI_SEMANTIC_PSIZE, 0);
143 
144    if (vs_index >= 0) {
145       llvmpipe->psize_slot = (int)vinfo->num_attribs;
146       draw_emit_vertex_attr(vinfo, EMIT_4F, vs_index);
147    }
148 
149    /* Figure out if we need viewport index (if it wasn't already in fs input) */
150    if (llvmpipe->viewport_index_slot < 0) {
151       vs_index = draw_find_shader_output(llvmpipe->draw,
152                                          TGSI_SEMANTIC_VIEWPORT_INDEX,
153                                          0);
154       if (vs_index >= 0) {
155          llvmpipe->viewport_index_slot =(int)vinfo->num_attribs;
156          draw_emit_vertex_attr(vinfo, EMIT_4F, vs_index);
157       }
158    }
159 
160    /* Figure out if we need layer (if it wasn't already in fs input) */
161    if (llvmpipe->layer_slot < 0) {
162       vs_index = draw_find_shader_output(llvmpipe->draw,
163                                          TGSI_SEMANTIC_LAYER,
164                                          0);
165       if (vs_index >= 0) {
166          llvmpipe->layer_slot = (int)vinfo->num_attribs;
167          draw_emit_vertex_attr(vinfo, EMIT_4F, vs_index);
168       }
169    }
170 
171    draw_compute_vertex_size(vinfo);
172    lp_setup_set_vertex_info(llvmpipe->setup, vinfo);
173 }
174 
175 
176 static void
check_linear_rasterizer(struct llvmpipe_context * lp)177 check_linear_rasterizer( struct llvmpipe_context *lp )
178 {
179    boolean bgr8;
180    boolean permit_linear;
181    boolean single_vp;
182    boolean clipping_changed = FALSE;
183 
184    bgr8 = (lp->framebuffer.nr_cbufs == 1 && lp->framebuffer.cbufs[0] &&
185            lp->framebuffer.cbufs[0]->texture->nr_samples == 1 &&
186            lp->framebuffer.cbufs[0]->texture->target == PIPE_TEXTURE_2D &&
187            (lp->framebuffer.cbufs[0]->format == PIPE_FORMAT_B8G8R8A8_UNORM ||
188             lp->framebuffer.cbufs[0]->format == PIPE_FORMAT_B8G8R8X8_UNORM));
189 
190    /* permit_linear means guardband, hence fake scissor, which we can only
191     * handle if there's just one vp. */
192    single_vp = lp->viewport_index_slot < 0;
193    permit_linear = (!lp->framebuffer.zsbuf &&
194                     bgr8 &&
195                     single_vp);
196 
197    /* Tell draw that we're happy doing our own x/y clipping.
198     */
199    if (lp->permit_linear_rasterizer != permit_linear) {
200       lp->permit_linear_rasterizer = permit_linear;
201       lp_setup_set_linear_mode(lp->setup, permit_linear);
202       clipping_changed = TRUE;
203    }
204 
205    if (lp->single_vp != single_vp) {
206       lp->single_vp = single_vp;
207       clipping_changed = TRUE;
208    }
209 
210    /* Disable xy clipping in linear mode.
211     *
212     * Use a guard band if we don't have zsbuf.  Could enable
213     * guardband always - this just to be conservative.
214     *
215     * Because we have a layering violation where the draw module emits
216     * state changes to the driver while we're already inside a draw
217     * call, need to be careful about when we make calls back to the
218     * draw module.  Hence the clipping_changed flag which is as much
219     * to prevent flush recursion as it is to short-circuit noop state
220     * changes.
221     */
222    if (clipping_changed) {
223       draw_set_driver_clipping(lp->draw,
224                                FALSE,
225                                FALSE,
226                                permit_linear,
227                                single_vp);
228    }
229 }
230 
231 
232 /**
233  * Handle state changes before clears.
234  * Called just prior to clearing (pipe::clear()).
235  */
llvmpipe_update_derived_clear(struct llvmpipe_context * llvmpipe)236 void llvmpipe_update_derived_clear( struct llvmpipe_context *llvmpipe )
237 {
238    if (llvmpipe->dirty & (LP_NEW_FS |
239                           LP_NEW_FRAMEBUFFER))
240       check_linear_rasterizer(llvmpipe);
241 }
242 
243 
244 /**
245  * Handle state changes.
246  * Called just prior to drawing anything (pipe::draw_arrays(), etc).
247  *
248  * Hopefully this will remain quite simple, otherwise need to pull in
249  * something like the gallium frontend mechanism.
250  */
llvmpipe_update_derived(struct llvmpipe_context * llvmpipe)251 void llvmpipe_update_derived( struct llvmpipe_context *llvmpipe )
252 {
253    struct llvmpipe_screen *lp_screen = llvmpipe_screen(llvmpipe->pipe.screen);
254 
255    /* Check for updated textures.
256     */
257    if (llvmpipe->tex_timestamp != lp_screen->timestamp) {
258       llvmpipe->tex_timestamp = lp_screen->timestamp;
259       llvmpipe->dirty |= LP_NEW_SAMPLER_VIEW;
260    }
261 
262    /* This needs LP_NEW_RASTERIZER because of draw_prepare_shader_outputs(). */
263    if (llvmpipe->dirty & (LP_NEW_RASTERIZER |
264                           LP_NEW_FS |
265                           LP_NEW_GS |
266                           LP_NEW_TCS |
267                           LP_NEW_TES |
268                           LP_NEW_VS))
269       compute_vertex_info(llvmpipe);
270 
271    if (llvmpipe->dirty & (LP_NEW_FS |
272                           LP_NEW_FRAMEBUFFER |
273                           LP_NEW_BLEND |
274                           LP_NEW_SCISSOR |
275                           LP_NEW_DEPTH_STENCIL_ALPHA |
276                           LP_NEW_RASTERIZER |
277                           LP_NEW_SAMPLER |
278                           LP_NEW_SAMPLER_VIEW |
279                           LP_NEW_OCCLUSION_QUERY))
280       llvmpipe_update_fs(llvmpipe);
281 
282    if (llvmpipe->dirty & (LP_NEW_FS |
283                           LP_NEW_FRAMEBUFFER |
284                           LP_NEW_RASTERIZER |
285                           LP_NEW_SAMPLE_MASK |
286                           LP_NEW_DEPTH_STENCIL_ALPHA)) {
287 
288       /*
289        * Rasterization is disabled if there is no pixel shader and
290        * both depth and stencil testing are disabled:
291        * http://msdn.microsoft.com/en-us/library/windows/desktop/bb205125
292        * FIXME: set rasterizer_discard in state tracker instead.
293        */
294       boolean null_fs = !llvmpipe->fs ||
295                         llvmpipe->fs->info.base.num_instructions <= 1;
296       boolean discard =
297          (llvmpipe->sample_mask) == 0 ||
298          (llvmpipe->rasterizer ? llvmpipe->rasterizer->rasterizer_discard : FALSE) ||
299          (null_fs &&
300           !llvmpipe->depth_stencil->depth_enabled &&
301           !llvmpipe->depth_stencil->stencil[0].enabled);
302       lp_setup_set_rasterizer_discard(llvmpipe->setup, discard);
303    }
304 
305    if (llvmpipe->dirty & (LP_NEW_FS |
306                           LP_NEW_FRAMEBUFFER |
307                           LP_NEW_RASTERIZER))
308       llvmpipe_update_setup( llvmpipe );
309 
310    if (llvmpipe->dirty & LP_NEW_SAMPLE_MASK)
311       lp_setup_set_sample_mask(llvmpipe->setup, llvmpipe->sample_mask);
312 
313    if (llvmpipe->dirty & LP_NEW_BLEND_COLOR)
314       lp_setup_set_blend_color(llvmpipe->setup,
315                                &llvmpipe->blend_color);
316 
317    if (llvmpipe->dirty & LP_NEW_SCISSOR)
318       lp_setup_set_scissors(llvmpipe->setup, llvmpipe->scissors);
319 
320    if (llvmpipe->dirty & LP_NEW_DEPTH_STENCIL_ALPHA) {
321       lp_setup_set_alpha_ref_value(llvmpipe->setup,
322                                    llvmpipe->depth_stencil->alpha_ref_value);
323       lp_setup_set_stencil_ref_values(llvmpipe->setup,
324                                       llvmpipe->stencil_ref.ref_value);
325    }
326 
327    if (llvmpipe->dirty & LP_NEW_FS_CONSTANTS)
328       lp_setup_set_fs_constants(llvmpipe->setup,
329                                 ARRAY_SIZE(llvmpipe->constants[PIPE_SHADER_FRAGMENT]),
330                                 llvmpipe->constants[PIPE_SHADER_FRAGMENT]);
331 
332    if (llvmpipe->dirty & LP_NEW_FS_SSBOS)
333       lp_setup_set_fs_ssbos(llvmpipe->setup,
334                             ARRAY_SIZE(llvmpipe->ssbos[PIPE_SHADER_FRAGMENT]),
335                             llvmpipe->ssbos[PIPE_SHADER_FRAGMENT]);
336 
337    if (llvmpipe->dirty & LP_NEW_FS_IMAGES)
338       lp_setup_set_fs_images(llvmpipe->setup,
339                              ARRAY_SIZE(llvmpipe->images[PIPE_SHADER_FRAGMENT]),
340                              llvmpipe->images[PIPE_SHADER_FRAGMENT]);
341 
342    if (llvmpipe->dirty & (LP_NEW_SAMPLER_VIEW))
343       lp_setup_set_fragment_sampler_views(llvmpipe->setup,
344                                           llvmpipe->num_sampler_views[PIPE_SHADER_FRAGMENT],
345                                           llvmpipe->sampler_views[PIPE_SHADER_FRAGMENT]);
346 
347    if (llvmpipe->dirty & (LP_NEW_SAMPLER))
348       lp_setup_set_fragment_sampler_state(llvmpipe->setup,
349                                           llvmpipe->num_samplers[PIPE_SHADER_FRAGMENT],
350                                           llvmpipe->samplers[PIPE_SHADER_FRAGMENT]);
351 
352    if (llvmpipe->dirty & LP_NEW_VIEWPORT) {
353       /*
354        * Update setup and fragment's view of the active viewport state.
355        *
356        * XXX TODO: It is possible to only loop over the active viewports
357        *           instead of all viewports (PIPE_MAX_VIEWPORTS).
358        */
359       lp_setup_set_viewports(llvmpipe->setup,
360                              PIPE_MAX_VIEWPORTS,
361                              llvmpipe->viewports);
362    }
363 
364    llvmpipe_update_derived_clear(llvmpipe);
365 
366    llvmpipe->dirty = 0;
367 }
368 
369