/************************************************************************** * * Copyright 2003 Tungsten Graphics, Inc., Cedar Park, Texas. * All Rights Reserved. * * Permission is hereby granted, free of charge, to any person obtaining a * copy of this software and associated documentation files (the * "Software"), to deal in the Software without restriction, including * without limitation the rights to use, copy, modify, merge, publish, * distribute, sub license, and/or sell copies of the Software, and to * permit persons to whom the Software is furnished to do so, subject to * the following conditions: * * The above copyright notice and this permission notice (including the * next paragraph) shall be included in all copies or substantial portions * of the Software. * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF * MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT. * IN NO EVENT SHALL TUNGSTEN GRAPHICS AND/OR ITS SUPPLIERS BE LIABLE FOR * ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, * TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE * SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. * **************************************************************************/ #include "util/u_math.h" #include "util/u_memory.h" #include "pipe/p_shader_tokens.h" #include "draw/draw_context.h" #include "draw/draw_vertex.h" #include "draw/draw_private.h" #include "lp_context.h" #include "lp_screen.h" #include "lp_state.h" /** * Mark the current vertex layout as "invalid". * We'll validate the vertex layout later, when we start to actually * render a point or line or tri. */ static void invalidate_vertex_layout(struct llvmpipe_context *llvmpipe) { llvmpipe->vertex_info.num_attribs = 0; } /** * The vertex info describes how to convert the post-transformed vertices * (simple float[][4]) used by the 'draw' module into vertices for * rasterization. * * This function validates the vertex layout and returns a pointer to a * vertex_info object. */ struct vertex_info * llvmpipe_get_vertex_info(struct llvmpipe_context *llvmpipe) { struct vertex_info *vinfo = &llvmpipe->vertex_info; if (vinfo->num_attribs == 0) { /* compute vertex layout now */ const struct lp_fragment_shader *lpfs = llvmpipe->fs; const enum interp_mode colorInterp = llvmpipe->rasterizer->flatshade ? INTERP_CONSTANT : INTERP_LINEAR; uint i; if (llvmpipe->vbuf) { /* if using the post-transform vertex buffer, tell draw_vbuf to * simply emit the whole post-xform vertex as-is: */ struct vertex_info *vinfo_vbuf = &llvmpipe->vertex_info_vbuf; const uint num = draw_num_vs_outputs(llvmpipe->draw); uint i; /* No longer any need to try and emit draw vertex_header info. */ vinfo_vbuf->num_attribs = 0; for (i = 0; i < num; i++) { draw_emit_vertex_attr(vinfo_vbuf, EMIT_4F, INTERP_PERSPECTIVE, i); } draw_compute_vertex_size(vinfo_vbuf); } /* * Loop over fragment shader inputs, searching for the matching output * from the vertex shader. */ vinfo->num_attribs = 0; for (i = 0; i < lpfs->info.num_inputs; i++) { int src; switch (lpfs->info.input_semantic_name[i]) { case TGSI_SEMANTIC_POSITION: src = draw_find_vs_output(llvmpipe->draw, TGSI_SEMANTIC_POSITION, 0); draw_emit_vertex_attr(vinfo, EMIT_4F, INTERP_POS, src); break; case TGSI_SEMANTIC_COLOR: src = draw_find_vs_output(llvmpipe->draw, TGSI_SEMANTIC_COLOR, lpfs->info.input_semantic_index[i]); draw_emit_vertex_attr(vinfo, EMIT_4F, colorInterp, src); break; case TGSI_SEMANTIC_FOG: src = draw_find_vs_output(llvmpipe->draw, TGSI_SEMANTIC_FOG, 0); draw_emit_vertex_attr(vinfo, EMIT_4F, INTERP_PERSPECTIVE, src); break; case TGSI_SEMANTIC_GENERIC: case TGSI_SEMANTIC_FACE: /* this includes texcoords and varying vars */ src = draw_find_vs_output(llvmpipe->draw, TGSI_SEMANTIC_GENERIC, lpfs->info.input_semantic_index[i]); draw_emit_vertex_attr(vinfo, EMIT_4F, INTERP_PERSPECTIVE, src); break; default: assert(0); } } llvmpipe->psize_slot = draw_find_vs_output(llvmpipe->draw, TGSI_SEMANTIC_PSIZE, 0); if (llvmpipe->psize_slot > 0) { draw_emit_vertex_attr(vinfo, EMIT_4F, INTERP_CONSTANT, llvmpipe->psize_slot); } draw_compute_vertex_size(vinfo); } return vinfo; } /** * Called from vbuf module. * * Note that there's actually two different vertex layouts in llvmpipe. * * The normal one is computed in llvmpipe_get_vertex_info() above and is * used by the point/line/tri "setup" code. * * The other one (this one) is only used by the vbuf module (which is * not normally used by default but used in testing). For the vbuf module, * we basically want to pass-through the draw module's vertex layout as-is. * When the llvmpipe vbuf code begins drawing, the normal vertex layout * will come into play again. */ struct vertex_info * llvmpipe_get_vbuf_vertex_info(struct llvmpipe_context *llvmpipe) { (void) llvmpipe_get_vertex_info(llvmpipe); return &llvmpipe->vertex_info_vbuf; } /** * Recompute cliprect from scissor bounds, scissor enable and surface size. */ static void compute_cliprect(struct llvmpipe_context *lp) { /* LP_NEW_FRAMEBUFFER */ uint surfWidth = lp->framebuffer.width; uint surfHeight = lp->framebuffer.height; /* LP_NEW_RASTERIZER */ if (lp->rasterizer->scissor) { /* LP_NEW_SCISSOR * * clip to scissor rect: */ lp->cliprect.minx = MAX2(lp->scissor.minx, 0); lp->cliprect.miny = MAX2(lp->scissor.miny, 0); lp->cliprect.maxx = MIN2(lp->scissor.maxx, surfWidth); lp->cliprect.maxy = MIN2(lp->scissor.maxy, surfHeight); } else { /* clip to surface bounds */ lp->cliprect.minx = 0; lp->cliprect.miny = 0; lp->cliprect.maxx = surfWidth; lp->cliprect.maxy = surfHeight; } } static void update_tgsi_samplers( struct llvmpipe_context *llvmpipe ) { unsigned i; /* vertex shader samplers */ for (i = 0; i < PIPE_MAX_SAMPLERS; i++) { llvmpipe->tgsi.vert_samplers[i].sampler = llvmpipe->sampler[i]; llvmpipe->tgsi.vert_samplers[i].texture = llvmpipe->texture[i]; } /* fragment shader samplers */ for (i = 0; i < PIPE_MAX_SAMPLERS; i++) { llvmpipe->tgsi.frag_samplers[i].sampler = llvmpipe->sampler[i]; llvmpipe->tgsi.frag_samplers[i].texture = llvmpipe->texture[i]; } for (i = 0; i < PIPE_MAX_SAMPLERS; i++) { lp_tile_cache_validate_texture( llvmpipe->tex_cache[i] ); } } /* Hopefully this will remain quite simple, otherwise need to pull in * something like the state tracker mechanism. */ void llvmpipe_update_derived( struct llvmpipe_context *llvmpipe ) { struct llvmpipe_screen *lp_screen = llvmpipe_screen(llvmpipe->pipe.screen); /* Check for updated textures. */ if (llvmpipe->tex_timestamp != lp_screen->timestamp) { llvmpipe->tex_timestamp = lp_screen->timestamp; llvmpipe->dirty |= LP_NEW_TEXTURE; } if (llvmpipe->dirty & (LP_NEW_SAMPLER | LP_NEW_TEXTURE)) update_tgsi_samplers( llvmpipe ); if (llvmpipe->dirty & (LP_NEW_RASTERIZER | LP_NEW_FS | LP_NEW_VS)) invalidate_vertex_layout( llvmpipe ); if (llvmpipe->dirty & (LP_NEW_SCISSOR | LP_NEW_RASTERIZER | LP_NEW_FRAMEBUFFER)) compute_cliprect(llvmpipe); if (llvmpipe->dirty & (LP_NEW_BLEND | LP_NEW_DEPTH_STENCIL_ALPHA | LP_NEW_FRAMEBUFFER | LP_NEW_RASTERIZER | LP_NEW_FS | LP_NEW_QUERY)) lp_build_quad_pipeline(llvmpipe); llvmpipe->dirty = 0; }