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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
     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  */
    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