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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,
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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_inlines.h"
     29 #include "util/u_math.h"
     30 #include "util/u_memory.h"
     31 #include "util/u_pstipple.h"
     32 #include "pipe/p_shader_tokens.h"
     33 #include "draw/draw_context.h"
     34 #include "draw/draw_vertex.h"
     35 #include "sp_context.h"
     36 #include "sp_screen.h"
     37 #include "sp_state.h"
     38 #include "sp_texture.h"
     39 #include "sp_tex_sample.h"
     40 #include "sp_tex_tile_cache.h"
     41 
     42 
     43 /**
     44  * Mark the current vertex layout as "invalid".
     45  * We'll validate the vertex layout later, when we start to actually
     46  * render a point or line or tri.
     47  */
     48 static void
     49 invalidate_vertex_layout(struct softpipe_context *softpipe)
     50 {
     51    softpipe->setup_info.valid =  0;
     52 }
     53 
     54 
     55 /**
     56  * The vertex info describes how to convert the post-transformed vertices
     57  * (simple float[][4]) used by the 'draw' module into vertices for
     58  * rasterization.
     59  *
     60  * This function validates the vertex layout.
     61  */
     62 static void
     63 softpipe_compute_vertex_info(struct softpipe_context *softpipe)
     64 {
     65    struct sp_setup_info *sinfo = &softpipe->setup_info;
     66 
     67    if (sinfo->valid == 0) {
     68       const struct tgsi_shader_info *fsInfo = &softpipe->fs_variant->info;
     69       struct vertex_info *vinfo = &softpipe->vertex_info;
     70       uint i;
     71       int vs_index;
     72       /*
     73        * This doesn't quite work right (wrt face injection, prim id,
     74        * wide points) - hit a couple assertions, misrenderings plus
     75        * memory corruption. Albeit could fix (the former two) by calling
     76        * this "more often" (rasterizer changes etc.). (The latter would
     77        * need to be included in draw_prepare_shader_outputs, but it looks
     78        * like that would potentially allocate quite some unused additional
     79        * vertex outputs.)
     80        * draw_prepare_shader_outputs(softpipe->draw);
     81        */
     82 
     83       /*
     84        * Those can't actually be 0 (because pos is always at 0).
     85        * But use ints anyway to avoid confusion (in vs outputs, they
     86        * can very well be at pos 0).
     87        */
     88       softpipe->viewport_index_slot = -1;
     89       softpipe->layer_slot = -1;
     90       softpipe->psize_slot = -1;
     91 
     92       vinfo->num_attribs = 0;
     93 
     94       /*
     95        * Put position always first (setup needs it there).
     96        */
     97       vs_index = draw_find_shader_output(softpipe->draw,
     98                                          TGSI_SEMANTIC_POSITION, 0);
     99 
    100       draw_emit_vertex_attr(vinfo, EMIT_4F, vs_index);
    101 
    102       /*
    103        * Match FS inputs against VS outputs, emitting the necessary
    104        * attributes.
    105        */
    106       for (i = 0; i < fsInfo->num_inputs; i++) {
    107          enum sp_interp_mode interp = SP_INTERP_LINEAR;
    108 
    109          switch (fsInfo->input_interpolate[i]) {
    110          case TGSI_INTERPOLATE_CONSTANT:
    111             interp = SP_INTERP_CONSTANT;
    112             break;
    113          case TGSI_INTERPOLATE_LINEAR:
    114             interp = SP_INTERP_LINEAR;
    115             break;
    116          case TGSI_INTERPOLATE_PERSPECTIVE:
    117             interp = SP_INTERP_PERSPECTIVE;
    118             break;
    119          case TGSI_INTERPOLATE_COLOR:
    120             assert(fsInfo->input_semantic_name[i] == TGSI_SEMANTIC_COLOR);
    121             break;
    122          default:
    123             assert(0);
    124          }
    125 
    126          switch (fsInfo->input_semantic_name[i]) {
    127          case TGSI_SEMANTIC_POSITION:
    128             interp = SP_INTERP_POS;
    129             break;
    130 
    131          case TGSI_SEMANTIC_COLOR:
    132             if (fsInfo->input_interpolate[i] == TGSI_INTERPOLATE_COLOR) {
    133                if (softpipe->rasterizer->flatshade)
    134                   interp = SP_INTERP_CONSTANT;
    135                else
    136                   interp = SP_INTERP_PERSPECTIVE;
    137             }
    138             break;
    139          }
    140 
    141          /*
    142           * Search for each input in current vs output:
    143           */
    144          vs_index = draw_find_shader_output(softpipe->draw,
    145                                             fsInfo->input_semantic_name[i],
    146                                             fsInfo->input_semantic_index[i]);
    147 
    148          if (fsInfo->input_semantic_name[i] == TGSI_SEMANTIC_COLOR &&
    149              vs_index == -1) {
    150             /*
    151              * try and find a bcolor.
    152              * Note that if there's both front and back color, draw will
    153              * have copied back to front color already.
    154              */
    155             vs_index = draw_find_shader_output(softpipe->draw,
    156                                                TGSI_SEMANTIC_BCOLOR,
    157                                                fsInfo->input_semantic_index[i]);
    158          }
    159 
    160          sinfo->attrib[i].interp = interp;
    161          /* extremely pointless index map */
    162          sinfo->attrib[i].src_index = i + 1;
    163          /*
    164           * For vp index and layer, if the fs requires them but the vs doesn't
    165           * provide them, draw (vbuf) will give us the required 0 (slot -1).
    166           * (This means in this case we'll also use those slots in setup, which
    167           * isn't necessary but they'll contain the correct (0) value.)
    168           */
    169          if (fsInfo->input_semantic_name[i] ==
    170                     TGSI_SEMANTIC_VIEWPORT_INDEX) {
    171             softpipe->viewport_index_slot = (int)vinfo->num_attribs;
    172             draw_emit_vertex_attr(vinfo, EMIT_4F, vs_index);
    173          } else if (fsInfo->input_semantic_name[i] == TGSI_SEMANTIC_LAYER) {
    174             softpipe->layer_slot = (int)vinfo->num_attribs;
    175             draw_emit_vertex_attr(vinfo, EMIT_4F, vs_index);
    176             /*
    177              * Note that we'd actually want to skip position (as we won't use
    178              * the attribute in the fs) but can't. The reason is that we don't
    179              * actually have an input/output map for setup (even though it looks
    180              * like we do...). Could adjust for this though even without a map.
    181              */
    182          } else {
    183             /*
    184              * Note that we'd actually want to skip position (as we won't use
    185              * the attribute in the fs) but can't. The reason is that we don't
    186              * actually have an input/output map for setup (even though it looks
    187              * like we do...). Could adjust for this though even without a map.
    188              */
    189             draw_emit_vertex_attr(vinfo, EMIT_4F, vs_index);
    190          }
    191       }
    192 
    193       /* Figure out if we need pointsize as well.
    194        */
    195       vs_index = draw_find_shader_output(softpipe->draw,
    196                                          TGSI_SEMANTIC_PSIZE, 0);
    197 
    198       if (vs_index >= 0) {
    199          softpipe->psize_slot = (int)vinfo->num_attribs;
    200          draw_emit_vertex_attr(vinfo, EMIT_4F, vs_index);
    201       }
    202 
    203       /* Figure out if we need viewport index (if it wasn't already in fs input) */
    204       if (softpipe->viewport_index_slot < 0) {
    205          vs_index = draw_find_shader_output(softpipe->draw,
    206                                             TGSI_SEMANTIC_VIEWPORT_INDEX,
    207                                             0);
    208          if (vs_index >= 0) {
    209             softpipe->viewport_index_slot =(int)vinfo->num_attribs;
    210             draw_emit_vertex_attr(vinfo, EMIT_4F, vs_index);
    211          }
    212       }
    213 
    214       /* Figure out if we need layer (if it wasn't already in fs input) */
    215       if (softpipe->layer_slot < 0) {
    216          vs_index = draw_find_shader_output(softpipe->draw,
    217                                             TGSI_SEMANTIC_LAYER,
    218                                             0);
    219          if (vs_index >= 0) {
    220             softpipe->layer_slot = (int)vinfo->num_attribs;
    221             draw_emit_vertex_attr(vinfo, EMIT_4F, vs_index);
    222          }
    223       }
    224 
    225       draw_compute_vertex_size(vinfo);
    226       softpipe->setup_info.valid = 1;
    227    }
    228    return;
    229 }
    230 
    231 
    232 /**
    233  * Called from vbuf module.
    234  *
    235  * This will trigger validation of the vertex layout (and also compute
    236  * the required information for setup).
    237  */
    238 struct vertex_info *
    239 softpipe_get_vbuf_vertex_info(struct softpipe_context *softpipe)
    240 {
    241    softpipe_compute_vertex_info(softpipe);
    242    return &softpipe->vertex_info;
    243 }
    244 
    245 
    246 /**
    247  * Recompute cliprect from scissor bounds, scissor enable and surface size.
    248  */
    249 static void
    250 compute_cliprect(struct softpipe_context *sp)
    251 {
    252    unsigned i;
    253    /* SP_NEW_FRAMEBUFFER
    254     */
    255    uint surfWidth = sp->framebuffer.width;
    256    uint surfHeight = sp->framebuffer.height;
    257 
    258    for (i = 0; i < PIPE_MAX_VIEWPORTS; i++) {
    259       /* SP_NEW_RASTERIZER
    260        */
    261       if (sp->rasterizer->scissor) {
    262 
    263          /* SP_NEW_SCISSOR
    264           *
    265           * clip to scissor rect:
    266           */
    267          sp->cliprect[i].minx = MAX2(sp->scissors[i].minx, 0);
    268          sp->cliprect[i].miny = MAX2(sp->scissors[i].miny, 0);
    269          sp->cliprect[i].maxx = MIN2(sp->scissors[i].maxx, surfWidth);
    270          sp->cliprect[i].maxy = MIN2(sp->scissors[i].maxy, surfHeight);
    271       }
    272       else {
    273          /* clip to surface bounds */
    274          sp->cliprect[i].minx = 0;
    275          sp->cliprect[i].miny = 0;
    276          sp->cliprect[i].maxx = surfWidth;
    277          sp->cliprect[i].maxy = surfHeight;
    278       }
    279    }
    280 }
    281 
    282 
    283 static void
    284 set_shader_sampler(struct softpipe_context *softpipe,
    285                    unsigned shader,
    286                    int max_sampler)
    287 {
    288    int i;
    289    for (i = 0; i <= max_sampler; i++) {
    290       softpipe->tgsi.sampler[shader]->sp_sampler[i] =
    291          (struct sp_sampler *)(softpipe->samplers[shader][i]);
    292    }
    293 }
    294 
    295 void
    296 softpipe_update_compute_samplers(struct softpipe_context *softpipe)
    297 {
    298    set_shader_sampler(softpipe, PIPE_SHADER_COMPUTE, softpipe->cs->max_sampler);
    299 }
    300 
    301 static void
    302 update_tgsi_samplers( struct softpipe_context *softpipe )
    303 {
    304    unsigned i, sh;
    305 
    306    set_shader_sampler(softpipe, PIPE_SHADER_VERTEX,
    307                       softpipe->vs->max_sampler);
    308    set_shader_sampler(softpipe, PIPE_SHADER_FRAGMENT,
    309                       softpipe->fs_variant->info.file_max[TGSI_FILE_SAMPLER]);
    310    if (softpipe->gs) {
    311       set_shader_sampler(softpipe, PIPE_SHADER_GEOMETRY,
    312                          softpipe->gs->max_sampler);
    313    }
    314 
    315    /* XXX is this really necessary here??? */
    316    for (sh = 0; sh < ARRAY_SIZE(softpipe->tex_cache); sh++) {
    317       for (i = 0; i < PIPE_MAX_SAMPLERS; i++) {
    318          struct softpipe_tex_tile_cache *tc = softpipe->tex_cache[sh][i];
    319          if (tc && tc->texture) {
    320             struct softpipe_resource *spt = softpipe_resource(tc->texture);
    321             if (spt->timestamp != tc->timestamp) {
    322                sp_tex_tile_cache_validate_texture( tc );
    323                /*
    324                  _debug_printf("INV %d %d\n", tc->timestamp, spt->timestamp);
    325                */
    326                tc->timestamp = spt->timestamp;
    327             }
    328          }
    329       }
    330    }
    331 }
    332 
    333 
    334 static void
    335 update_fragment_shader(struct softpipe_context *softpipe, unsigned prim)
    336 {
    337    struct sp_fragment_shader_variant_key key;
    338 
    339    memset(&key, 0, sizeof(key));
    340 
    341    if (prim == PIPE_PRIM_TRIANGLES)
    342       key.polygon_stipple = softpipe->rasterizer->poly_stipple_enable;
    343 
    344    if (softpipe->fs) {
    345       softpipe->fs_variant = softpipe_find_fs_variant(softpipe,
    346                                                       softpipe->fs, &key);
    347 
    348       /* prepare the TGSI interpreter for FS execution */
    349       softpipe->fs_variant->prepare(softpipe->fs_variant,
    350                                     softpipe->fs_machine,
    351                                     (struct tgsi_sampler *) softpipe->
    352                                     tgsi.sampler[PIPE_SHADER_FRAGMENT],
    353                                     (struct tgsi_image *)softpipe->tgsi.image[PIPE_SHADER_FRAGMENT],
    354                                     (struct tgsi_buffer *)softpipe->tgsi.buffer[PIPE_SHADER_FRAGMENT]);
    355    }
    356    else {
    357       softpipe->fs_variant = NULL;
    358    }
    359 
    360    /* This would be the logical place to pass the fragment shader
    361     * to the draw module.  However, doing this here, during state
    362     * validation, causes problems with the 'draw' module helpers for
    363     * wide/AA/stippled lines.
    364     * In principle, the draw's fragment shader should be per-variant
    365     * but that doesn't work.  So we use a single draw fragment shader
    366     * per fragment shader, not per variant.
    367     */
    368 #if 0
    369    if (softpipe->fs_variant) {
    370       draw_bind_fragment_shader(softpipe->draw,
    371                                 softpipe->fs_variant->draw_shader);
    372    }
    373    else {
    374       draw_bind_fragment_shader(softpipe->draw, NULL);
    375    }
    376 #endif
    377 }
    378 
    379 
    380 /**
    381  * This should be called when the polygon stipple pattern changes.
    382  * We create a new texture from the stipple pattern and create a new
    383  * sampler view.
    384  */
    385 static void
    386 update_polygon_stipple_pattern(struct softpipe_context *softpipe)
    387 {
    388    struct pipe_resource *tex;
    389    struct pipe_sampler_view *view;
    390 
    391    tex = util_pstipple_create_stipple_texture(&softpipe->pipe,
    392                                               softpipe->poly_stipple.stipple);
    393    pipe_resource_reference(&softpipe->pstipple.texture, tex);
    394    pipe_resource_reference(&tex, NULL);
    395 
    396    view = util_pstipple_create_sampler_view(&softpipe->pipe,
    397                                             softpipe->pstipple.texture);
    398    pipe_sampler_view_reference(&softpipe->pstipple.sampler_view, view);
    399    pipe_sampler_view_reference(&view, NULL);
    400 }
    401 
    402 
    403 /**
    404  * Should be called when polygon stipple is enabled/disabled or when
    405  * the fragment shader changes.
    406  * We add/update the fragment sampler and sampler views to sample from
    407  * the polygon stipple texture.  The texture unit that we use depends on
    408  * the fragment shader (we need to use a unit not otherwise used by the
    409  * shader).
    410  */
    411 static void
    412 update_polygon_stipple_enable(struct softpipe_context *softpipe, unsigned prim)
    413 {
    414    if (prim == PIPE_PRIM_TRIANGLES &&
    415        softpipe->fs_variant->key.polygon_stipple) {
    416       const unsigned unit = softpipe->fs_variant->stipple_sampler_unit;
    417 
    418       /* sampler state */
    419       softpipe->samplers[PIPE_SHADER_FRAGMENT][unit] = softpipe->pstipple.sampler;
    420 
    421       /* sampler view state */
    422       softpipe_set_sampler_views(&softpipe->pipe, PIPE_SHADER_FRAGMENT,
    423                                  unit, 1, &softpipe->pstipple.sampler_view);
    424 
    425       softpipe->dirty |= SP_NEW_SAMPLER;
    426    }
    427 }
    428 
    429 
    430 /* Hopefully this will remain quite simple, otherwise need to pull in
    431  * something like the state tracker mechanism.
    432  */
    433 void
    434 softpipe_update_derived(struct softpipe_context *softpipe, unsigned prim)
    435 {
    436    struct softpipe_screen *sp_screen = softpipe_screen(softpipe->pipe.screen);
    437 
    438    /* Check for updated textures.
    439     */
    440    if (softpipe->tex_timestamp != sp_screen->timestamp) {
    441       softpipe->tex_timestamp = sp_screen->timestamp;
    442       softpipe->dirty |= SP_NEW_TEXTURE;
    443    }
    444 
    445 #if DO_PSTIPPLE_IN_HELPER_MODULE
    446    if (softpipe->dirty & SP_NEW_STIPPLE)
    447       /* before updating samplers! */
    448       update_polygon_stipple_pattern(softpipe);
    449 #endif
    450 
    451    if (softpipe->dirty & (SP_NEW_RASTERIZER |
    452                           SP_NEW_FS))
    453       update_fragment_shader(softpipe, prim);
    454 
    455 #if DO_PSTIPPLE_IN_HELPER_MODULE
    456    if (softpipe->dirty & (SP_NEW_RASTERIZER |
    457                           SP_NEW_STIPPLE |
    458                           SP_NEW_FS))
    459       update_polygon_stipple_enable(softpipe, prim);
    460 #endif
    461 
    462    /* TODO: this looks suboptimal */
    463    if (softpipe->dirty & (SP_NEW_SAMPLER |
    464                           SP_NEW_TEXTURE |
    465                           SP_NEW_FS |
    466                           SP_NEW_VS))
    467       update_tgsi_samplers( softpipe );
    468 
    469    if (softpipe->dirty & (SP_NEW_RASTERIZER |
    470                           SP_NEW_FS |
    471                           SP_NEW_VS))
    472       invalidate_vertex_layout( softpipe );
    473 
    474    if (softpipe->dirty & (SP_NEW_SCISSOR |
    475                           SP_NEW_RASTERIZER |
    476                           SP_NEW_FRAMEBUFFER))
    477       compute_cliprect(softpipe);
    478 
    479    if (softpipe->dirty & (SP_NEW_BLEND |
    480                           SP_NEW_DEPTH_STENCIL_ALPHA |
    481                           SP_NEW_FRAMEBUFFER |
    482                           SP_NEW_STIPPLE |
    483                           SP_NEW_FS))
    484       sp_build_quad_pipeline(softpipe);
    485 
    486    softpipe->dirty = 0;
    487 }
    488