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1 /**************************************************************************
2  *
3  * Copyright 2003 Tungsten Graphics, Inc., Cedar Park, Texas.
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 TUNGSTEN GRAPHICS 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 lp_fragment_shader *lpfs = llvmpipe->fs;
52    struct vertex_info *vinfo = &llvmpipe->vertex_info;
53    unsigned vs_index;
54    uint i;
55 
56    llvmpipe->color_slot[0] = -1;
57    llvmpipe->color_slot[1] = -1;
58    llvmpipe->bcolor_slot[0] = -1;
59    llvmpipe->bcolor_slot[1] = -1;
60 
61    /*
62     * Match FS inputs against VS outputs, emitting the necessary
63     * attributes.  Could cache these structs and look them up with a
64     * combination of fragment shader, vertex shader ids.
65     */
66 
67    vinfo->num_attribs = 0;
68 
69    vs_index = draw_find_shader_output(llvmpipe->draw,
70                                        TGSI_SEMANTIC_POSITION,
71                                        0);
72 
73    draw_emit_vertex_attr(vinfo, EMIT_4F, INTERP_PERSPECTIVE, vs_index);
74 
75    for (i = 0; i < lpfs->info.base.num_inputs; i++) {
76       /*
77        * Search for each input in current vs output:
78        */
79 
80       vs_index = draw_find_shader_output(llvmpipe->draw,
81                                          lpfs->info.base.input_semantic_name[i],
82                                          lpfs->info.base.input_semantic_index[i]);
83 
84       if (lpfs->info.base.input_semantic_name[i] == TGSI_SEMANTIC_COLOR &&
85           lpfs->info.base.input_semantic_index[i] < 2) {
86          int idx = lpfs->info.base.input_semantic_index[i];
87          llvmpipe->color_slot[idx] = (int)vinfo->num_attribs;
88       }
89 
90       /*
91        * Emit the requested fs attribute for all but position.
92        */
93       draw_emit_vertex_attr(vinfo, EMIT_4F, INTERP_PERSPECTIVE, vs_index);
94    }
95 
96    /* Figure out if we need bcolor as well.
97     */
98    for (i = 0; i < 2; i++) {
99       vs_index = draw_find_shader_output(llvmpipe->draw,
100                                          TGSI_SEMANTIC_BCOLOR, i);
101 
102       if (vs_index > 0) {
103          llvmpipe->bcolor_slot[i] = (int)vinfo->num_attribs;
104          draw_emit_vertex_attr(vinfo, EMIT_4F, INTERP_PERSPECTIVE, vs_index);
105       }
106    }
107 
108 
109    /* Figure out if we need pointsize as well.
110     */
111    vs_index = draw_find_shader_output(llvmpipe->draw,
112                                       TGSI_SEMANTIC_PSIZE, 0);
113 
114    if (vs_index > 0) {
115       llvmpipe->psize_slot = vinfo->num_attribs;
116       draw_emit_vertex_attr(vinfo, EMIT_4F, INTERP_CONSTANT, vs_index);
117    }
118 
119    draw_compute_vertex_size(vinfo);
120    lp_setup_set_vertex_info(llvmpipe->setup, vinfo);
121 }
122 
123 
124 /**
125  * Handle state changes.
126  * Called just prior to drawing anything (pipe::draw_arrays(), etc).
127  *
128  * Hopefully this will remain quite simple, otherwise need to pull in
129  * something like the state tracker mechanism.
130  */
llvmpipe_update_derived(struct llvmpipe_context * llvmpipe)131 void llvmpipe_update_derived( struct llvmpipe_context *llvmpipe )
132 {
133    struct llvmpipe_screen *lp_screen = llvmpipe_screen(llvmpipe->pipe.screen);
134 
135    /* Check for updated textures.
136     */
137    if (llvmpipe->tex_timestamp != lp_screen->timestamp) {
138       llvmpipe->tex_timestamp = lp_screen->timestamp;
139       llvmpipe->dirty |= LP_NEW_SAMPLER_VIEW;
140    }
141 
142    if (llvmpipe->dirty & (LP_NEW_RASTERIZER |
143                           LP_NEW_FS |
144                           LP_NEW_VS))
145       compute_vertex_info( llvmpipe );
146 
147    if (llvmpipe->dirty & (LP_NEW_FS |
148                           LP_NEW_BLEND |
149                           LP_NEW_SCISSOR |
150                           LP_NEW_DEPTH_STENCIL_ALPHA |
151                           LP_NEW_RASTERIZER |
152                           LP_NEW_SAMPLER |
153                           LP_NEW_SAMPLER_VIEW |
154                           LP_NEW_QUERY))
155       llvmpipe_update_fs( llvmpipe );
156 
157    if (llvmpipe->dirty & (LP_NEW_FS |
158 			  LP_NEW_RASTERIZER))
159       llvmpipe_update_setup( llvmpipe );
160 
161    if (llvmpipe->dirty & LP_NEW_BLEND_COLOR)
162       lp_setup_set_blend_color(llvmpipe->setup,
163                                &llvmpipe->blend_color);
164 
165    if (llvmpipe->dirty & LP_NEW_SCISSOR)
166       lp_setup_set_scissor(llvmpipe->setup, &llvmpipe->scissor);
167 
168    if (llvmpipe->dirty & LP_NEW_DEPTH_STENCIL_ALPHA) {
169       lp_setup_set_alpha_ref_value(llvmpipe->setup,
170                                    llvmpipe->depth_stencil->alpha.ref_value);
171       lp_setup_set_stencil_ref_values(llvmpipe->setup,
172                                       llvmpipe->stencil_ref.ref_value);
173    }
174 
175    if (llvmpipe->dirty & LP_NEW_CONSTANTS)
176       lp_setup_set_fs_constants(llvmpipe->setup,
177                                 llvmpipe->constants[PIPE_SHADER_FRAGMENT][0]);
178 
179    if (llvmpipe->dirty & (LP_NEW_SAMPLER_VIEW))
180       lp_setup_set_fragment_sampler_views(llvmpipe->setup,
181                                           llvmpipe->num_sampler_views[PIPE_SHADER_FRAGMENT],
182                                           llvmpipe->sampler_views[PIPE_SHADER_FRAGMENT]);
183 
184    if (llvmpipe->dirty & (LP_NEW_SAMPLER))
185       lp_setup_set_fragment_sampler_state(llvmpipe->setup,
186                                           llvmpipe->num_samplers[PIPE_SHADER_FRAGMENT],
187                                           llvmpipe->samplers[PIPE_SHADER_FRAGMENT]);
188 
189    llvmpipe->dirty = 0;
190 }
191 
192