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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
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     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
     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  */
    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