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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 /**
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_VS))
198       compute_vertex_info(llvmpipe);
199 
200    if (llvmpipe->dirty & (LP_NEW_FS |
201                           LP_NEW_FRAMEBUFFER |
202                           LP_NEW_BLEND |
203                           LP_NEW_SCISSOR |
204                           LP_NEW_DEPTH_STENCIL_ALPHA |
205                           LP_NEW_RASTERIZER |
206                           LP_NEW_SAMPLER |
207                           LP_NEW_SAMPLER_VIEW |
208                           LP_NEW_OCCLUSION_QUERY))
209       llvmpipe_update_fs( llvmpipe );
210 
211    if (llvmpipe->dirty & (LP_NEW_RASTERIZER)) {
212       boolean discard =
213          (llvmpipe->sample_mask & 1) == 0 ||
214          (llvmpipe->rasterizer ? llvmpipe->rasterizer->rasterizer_discard : FALSE);
215 
216       lp_setup_set_rasterizer_discard(llvmpipe->setup, discard);
217    }
218 
219    if (llvmpipe->dirty & (LP_NEW_FS |
220                           LP_NEW_FRAMEBUFFER |
221                           LP_NEW_RASTERIZER))
222       llvmpipe_update_setup( llvmpipe );
223 
224    if (llvmpipe->dirty & LP_NEW_BLEND_COLOR)
225       lp_setup_set_blend_color(llvmpipe->setup,
226                                &llvmpipe->blend_color);
227 
228    if (llvmpipe->dirty & LP_NEW_SCISSOR)
229       lp_setup_set_scissors(llvmpipe->setup, llvmpipe->scissors);
230 
231    if (llvmpipe->dirty & LP_NEW_DEPTH_STENCIL_ALPHA) {
232       lp_setup_set_alpha_ref_value(llvmpipe->setup,
233                                    llvmpipe->depth_stencil->alpha.ref_value);
234       lp_setup_set_stencil_ref_values(llvmpipe->setup,
235                                       llvmpipe->stencil_ref.ref_value);
236    }
237 
238    if (llvmpipe->dirty & LP_NEW_FS_CONSTANTS)
239       lp_setup_set_fs_constants(llvmpipe->setup,
240                                 ARRAY_SIZE(llvmpipe->constants[PIPE_SHADER_FRAGMENT]),
241                                 llvmpipe->constants[PIPE_SHADER_FRAGMENT]);
242 
243    if (llvmpipe->dirty & (LP_NEW_SAMPLER_VIEW))
244       lp_setup_set_fragment_sampler_views(llvmpipe->setup,
245                                           llvmpipe->num_sampler_views[PIPE_SHADER_FRAGMENT],
246                                           llvmpipe->sampler_views[PIPE_SHADER_FRAGMENT]);
247 
248    if (llvmpipe->dirty & (LP_NEW_SAMPLER))
249       lp_setup_set_fragment_sampler_state(llvmpipe->setup,
250                                           llvmpipe->num_samplers[PIPE_SHADER_FRAGMENT],
251                                           llvmpipe->samplers[PIPE_SHADER_FRAGMENT]);
252 
253    if (llvmpipe->dirty & LP_NEW_VIEWPORT) {
254       /*
255        * Update setup and fragment's view of the active viewport state.
256        *
257        * XXX TODO: It is possible to only loop over the active viewports
258        *           instead of all viewports (PIPE_MAX_VIEWPORTS).
259        */
260       lp_setup_set_viewports(llvmpipe->setup,
261                              PIPE_MAX_VIEWPORTS,
262                              llvmpipe->viewports);
263    }
264 
265    llvmpipe->dirty = 0;
266 }
267 
268