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 util_res_sample_count(lp->framebuffer.cbufs[0]->texture) == 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 */
236 void
llvmpipe_update_derived_clear(struct llvmpipe_context * llvmpipe)237 llvmpipe_update_derived_clear(struct llvmpipe_context *llvmpipe)
238 {
239 if (llvmpipe->dirty & (LP_NEW_FS |
240 LP_NEW_FRAMEBUFFER))
241 check_linear_rasterizer(llvmpipe);
242 }
243
244
245 /**
246 * Handle state changes.
247 * Called just prior to drawing anything (pipe::draw_arrays(), etc).
248 *
249 * Hopefully this will remain quite simple, otherwise need to pull in
250 * something like the gallium frontend mechanism.
251 */
252 void
llvmpipe_update_derived(struct llvmpipe_context * llvmpipe)253 llvmpipe_update_derived(struct llvmpipe_context *llvmpipe)
254 {
255 struct llvmpipe_screen *lp_screen = llvmpipe_screen(llvmpipe->pipe.screen);
256
257 /* Check for updated textures.
258 */
259 if (llvmpipe->tex_timestamp != lp_screen->timestamp) {
260 llvmpipe->tex_timestamp = lp_screen->timestamp;
261 llvmpipe->dirty |= LP_NEW_SAMPLER_VIEW;
262 }
263
264 /* This needs LP_NEW_RASTERIZER because of draw_prepare_shader_outputs(). */
265 if (llvmpipe->dirty & (LP_NEW_RASTERIZER |
266 LP_NEW_FS |
267 LP_NEW_GS |
268 LP_NEW_TCS |
269 LP_NEW_TES |
270 LP_NEW_VS))
271 compute_vertex_info(llvmpipe);
272
273 if (llvmpipe->dirty & (LP_NEW_FS |
274 LP_NEW_FRAMEBUFFER |
275 LP_NEW_BLEND |
276 LP_NEW_SCISSOR |
277 LP_NEW_DEPTH_STENCIL_ALPHA |
278 LP_NEW_RASTERIZER |
279 LP_NEW_SAMPLER |
280 LP_NEW_SAMPLER_VIEW |
281 LP_NEW_OCCLUSION_QUERY))
282 llvmpipe_update_fs(llvmpipe);
283
284 if (llvmpipe->dirty & (LP_NEW_FS |
285 LP_NEW_FRAMEBUFFER |
286 LP_NEW_RASTERIZER |
287 LP_NEW_SAMPLE_MASK |
288 LP_NEW_DEPTH_STENCIL_ALPHA)) {
289
290 /*
291 * Rasterization is disabled if there is no pixel shader and
292 * both depth and stencil testing are disabled:
293 * http://msdn.microsoft.com/en-us/library/windows/desktop/bb205125
294 * FIXME: set rasterizer_discard in state tracker instead.
295 */
296 boolean null_fs = !llvmpipe->fs ||
297 llvmpipe->fs->info.base.num_instructions <= 1;
298 boolean discard =
299 (llvmpipe->sample_mask) == 0 ||
300 (llvmpipe->rasterizer ? llvmpipe->rasterizer->rasterizer_discard : FALSE) ||
301 (null_fs &&
302 !llvmpipe->depth_stencil->depth_enabled &&
303 !llvmpipe->depth_stencil->stencil[0].enabled);
304 lp_setup_set_rasterizer_discard(llvmpipe->setup, discard);
305 }
306
307 if (llvmpipe->dirty & (LP_NEW_FS |
308 LP_NEW_FRAMEBUFFER |
309 LP_NEW_RASTERIZER))
310 llvmpipe_update_setup(llvmpipe);
311
312 if (llvmpipe->dirty & LP_NEW_SAMPLE_MASK)
313 lp_setup_set_sample_mask(llvmpipe->setup, llvmpipe->sample_mask);
314
315 if (llvmpipe->dirty & LP_NEW_BLEND_COLOR)
316 lp_setup_set_blend_color(llvmpipe->setup,
317 &llvmpipe->blend_color);
318
319 if (llvmpipe->dirty & LP_NEW_SCISSOR)
320 lp_setup_set_scissors(llvmpipe->setup, llvmpipe->scissors);
321
322 if (llvmpipe->dirty & LP_NEW_DEPTH_STENCIL_ALPHA) {
323 lp_setup_set_alpha_ref_value(llvmpipe->setup,
324 llvmpipe->depth_stencil->alpha_ref_value);
325 lp_setup_set_stencil_ref_values(llvmpipe->setup,
326 llvmpipe->stencil_ref.ref_value);
327 }
328
329 if (llvmpipe->dirty & LP_NEW_FS_CONSTANTS)
330 lp_setup_set_fs_constants(llvmpipe->setup,
331 ARRAY_SIZE(llvmpipe->constants[PIPE_SHADER_FRAGMENT]),
332 llvmpipe->constants[PIPE_SHADER_FRAGMENT]);
333
334 if (llvmpipe->dirty & LP_NEW_FS_SSBOS)
335 lp_setup_set_fs_ssbos(llvmpipe->setup,
336 ARRAY_SIZE(llvmpipe->ssbos[PIPE_SHADER_FRAGMENT]),
337 llvmpipe->ssbos[PIPE_SHADER_FRAGMENT], llvmpipe->fs_ssbo_write_mask);
338
339 if (llvmpipe->dirty & LP_NEW_FS_IMAGES)
340 lp_setup_set_fs_images(llvmpipe->setup,
341 ARRAY_SIZE(llvmpipe->images[PIPE_SHADER_FRAGMENT]),
342 llvmpipe->images[PIPE_SHADER_FRAGMENT]);
343
344 if (llvmpipe->dirty & (LP_NEW_SAMPLER_VIEW))
345 lp_setup_set_fragment_sampler_views(llvmpipe->setup,
346 llvmpipe->num_sampler_views[PIPE_SHADER_FRAGMENT],
347 llvmpipe->sampler_views[PIPE_SHADER_FRAGMENT]);
348
349 if (llvmpipe->dirty & (LP_NEW_SAMPLER))
350 lp_setup_set_fragment_sampler_state(llvmpipe->setup,
351 llvmpipe->num_samplers[PIPE_SHADER_FRAGMENT],
352 llvmpipe->samplers[PIPE_SHADER_FRAGMENT]);
353
354 if (llvmpipe->dirty & LP_NEW_VIEWPORT) {
355 /*
356 * Update setup and fragment's view of the active viewport state.
357 *
358 * XXX TODO: It is possible to only loop over the active viewports
359 * instead of all viewports (PIPE_MAX_VIEWPORTS).
360 */
361 lp_setup_set_viewports(llvmpipe->setup,
362 PIPE_MAX_VIEWPORTS,
363 llvmpipe->viewports);
364 }
365
366 llvmpipe_update_derived_clear(llvmpipe);
367
368 llvmpipe->dirty = 0;
369 }
370
371