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 /**
177 * Handle state changes.
178 * Called just prior to drawing anything (pipe::draw_arrays(), etc).
179 *
180 * Hopefully this will remain quite simple, otherwise need to pull in
181 * something like the state tracker mechanism.
182 */
llvmpipe_update_derived(struct llvmpipe_context * llvmpipe)183 void llvmpipe_update_derived( struct llvmpipe_context *llvmpipe )
184 {
185 struct llvmpipe_screen *lp_screen = llvmpipe_screen(llvmpipe->pipe.screen);
186
187 /* Check for updated textures.
188 */
189 if (llvmpipe->tex_timestamp != lp_screen->timestamp) {
190 llvmpipe->tex_timestamp = lp_screen->timestamp;
191 llvmpipe->dirty |= LP_NEW_SAMPLER_VIEW;
192 }
193
194 /* This needs LP_NEW_RASTERIZER because of draw_prepare_shader_outputs(). */
195 if (llvmpipe->dirty & (LP_NEW_RASTERIZER |
196 LP_NEW_FS |
197 LP_NEW_GS |
198 LP_NEW_VS))
199 compute_vertex_info(llvmpipe);
200
201 if (llvmpipe->dirty & (LP_NEW_FS |
202 LP_NEW_FRAMEBUFFER |
203 LP_NEW_BLEND |
204 LP_NEW_SCISSOR |
205 LP_NEW_DEPTH_STENCIL_ALPHA |
206 LP_NEW_RASTERIZER |
207 LP_NEW_SAMPLER |
208 LP_NEW_SAMPLER_VIEW |
209 LP_NEW_OCCLUSION_QUERY))
210 llvmpipe_update_fs( llvmpipe );
211
212 if (llvmpipe->dirty & (LP_NEW_RASTERIZER)) {
213 boolean discard =
214 (llvmpipe->sample_mask & 1) == 0 ||
215 (llvmpipe->rasterizer ? llvmpipe->rasterizer->rasterizer_discard : FALSE);
216
217 lp_setup_set_rasterizer_discard(llvmpipe->setup, discard);
218 }
219
220 if (llvmpipe->dirty & (LP_NEW_FS |
221 LP_NEW_FRAMEBUFFER |
222 LP_NEW_RASTERIZER))
223 llvmpipe_update_setup( llvmpipe );
224
225 if (llvmpipe->dirty & LP_NEW_BLEND_COLOR)
226 lp_setup_set_blend_color(llvmpipe->setup,
227 &llvmpipe->blend_color);
228
229 if (llvmpipe->dirty & LP_NEW_SCISSOR)
230 lp_setup_set_scissors(llvmpipe->setup, llvmpipe->scissors);
231
232 if (llvmpipe->dirty & LP_NEW_DEPTH_STENCIL_ALPHA) {
233 lp_setup_set_alpha_ref_value(llvmpipe->setup,
234 llvmpipe->depth_stencil->alpha.ref_value);
235 lp_setup_set_stencil_ref_values(llvmpipe->setup,
236 llvmpipe->stencil_ref.ref_value);
237 }
238
239 if (llvmpipe->dirty & LP_NEW_FS_CONSTANTS)
240 lp_setup_set_fs_constants(llvmpipe->setup,
241 ARRAY_SIZE(llvmpipe->constants[PIPE_SHADER_FRAGMENT]),
242 llvmpipe->constants[PIPE_SHADER_FRAGMENT]);
243
244 if (llvmpipe->dirty & (LP_NEW_SAMPLER_VIEW))
245 lp_setup_set_fragment_sampler_views(llvmpipe->setup,
246 llvmpipe->num_sampler_views[PIPE_SHADER_FRAGMENT],
247 llvmpipe->sampler_views[PIPE_SHADER_FRAGMENT]);
248
249 if (llvmpipe->dirty & (LP_NEW_SAMPLER))
250 lp_setup_set_fragment_sampler_state(llvmpipe->setup,
251 llvmpipe->num_samplers[PIPE_SHADER_FRAGMENT],
252 llvmpipe->samplers[PIPE_SHADER_FRAGMENT]);
253
254 if (llvmpipe->dirty & LP_NEW_VIEWPORT) {
255 /*
256 * Update setup and fragment's view of the active viewport state.
257 *
258 * XXX TODO: It is possible to only loop over the active viewports
259 * instead of all viewports (PIPE_MAX_VIEWPORTS).
260 */
261 lp_setup_set_viewports(llvmpipe->setup,
262 PIPE_MAX_VIEWPORTS,
263 llvmpipe->viewports);
264 }
265
266 llvmpipe->dirty = 0;
267 }
268
269