/************************************************************************** * * Copyright 2003 VMware, Inc. * 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 VMWARE 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_inlines.h" #include "util/u_math.h" #include "util/u_memory.h" #include "util/u_pstipple.h" #include "pipe/p_shader_tokens.h" #include "draw/draw_context.h" #include "draw/draw_vertex.h" #include "sp_context.h" #include "sp_screen.h" #include "sp_state.h" #include "sp_texture.h" #include "sp_tex_sample.h" #include "sp_tex_tile_cache.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 softpipe_context *softpipe) { softpipe->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 * softpipe_get_vertex_info(struct softpipe_context *softpipe) { struct vertex_info *vinfo = &softpipe->vertex_info; if (vinfo->num_attribs == 0) { /* compute vertex layout now */ const struct tgsi_shader_info *fsInfo = &softpipe->fs_variant->info; struct vertex_info *vinfo_vbuf = &softpipe->vertex_info_vbuf; const uint num = draw_num_shader_outputs(softpipe->draw); uint i; /* Tell draw_vbuf to simply emit the whole post-xform vertex * as-is. 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 < fsInfo->num_inputs; i++) { int src; enum interp_mode interp = INTERP_LINEAR; switch (fsInfo->input_interpolate[i]) { case TGSI_INTERPOLATE_CONSTANT: interp = INTERP_CONSTANT; break; case TGSI_INTERPOLATE_LINEAR: interp = INTERP_LINEAR; break; case TGSI_INTERPOLATE_PERSPECTIVE: interp = INTERP_PERSPECTIVE; break; case TGSI_INTERPOLATE_COLOR: assert(fsInfo->input_semantic_name[i] == TGSI_SEMANTIC_COLOR); break; default: assert(0); } switch (fsInfo->input_semantic_name[i]) { case TGSI_SEMANTIC_POSITION: interp = INTERP_POS; break; case TGSI_SEMANTIC_COLOR: if (fsInfo->input_interpolate[i] == TGSI_INTERPOLATE_COLOR) { if (softpipe->rasterizer->flatshade) interp = INTERP_CONSTANT; else interp = INTERP_PERSPECTIVE; } break; } /* this includes texcoords and varying vars */ src = draw_find_shader_output(softpipe->draw, fsInfo->input_semantic_name[i], fsInfo->input_semantic_index[i]); if (fsInfo->input_semantic_name[i] == TGSI_SEMANTIC_COLOR && src == -1) /* try and find a bcolor */ src = draw_find_shader_output(softpipe->draw, TGSI_SEMANTIC_BCOLOR, fsInfo->input_semantic_index[i]); draw_emit_vertex_attr(vinfo, EMIT_4F, interp, src); } softpipe->psize_slot = draw_find_shader_output(softpipe->draw, TGSI_SEMANTIC_PSIZE, 0); if (softpipe->psize_slot >= 0) { draw_emit_vertex_attr(vinfo, EMIT_4F, INTERP_CONSTANT, softpipe->psize_slot); } softpipe->layer_slot = draw_find_shader_output(softpipe->draw, TGSI_SEMANTIC_LAYER, 0); if (softpipe->layer_slot >= 0) { draw_emit_vertex_attr(vinfo, EMIT_4F, INTERP_CONSTANT, softpipe->layer_slot); } draw_compute_vertex_size(vinfo); } return vinfo; } /** * Called from vbuf module. * * Note that there's actually two different vertex layouts in softpipe. * * The normal one is computed in softpipe_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 softpipe vbuf code begins drawing, the normal vertex layout * will come into play again. */ struct vertex_info * softpipe_get_vbuf_vertex_info(struct softpipe_context *softpipe) { (void) softpipe_get_vertex_info(softpipe); return &softpipe->vertex_info_vbuf; } /** * Recompute cliprect from scissor bounds, scissor enable and surface size. */ static void compute_cliprect(struct softpipe_context *sp) { /* SP_NEW_FRAMEBUFFER */ uint surfWidth = sp->framebuffer.width; uint surfHeight = sp->framebuffer.height; /* SP_NEW_RASTERIZER */ if (sp->rasterizer->scissor) { /* SP_NEW_SCISSOR * * clip to scissor rect: */ sp->cliprect.minx = MAX2(sp->scissor.minx, 0); sp->cliprect.miny = MAX2(sp->scissor.miny, 0); sp->cliprect.maxx = MIN2(sp->scissor.maxx, surfWidth); sp->cliprect.maxy = MIN2(sp->scissor.maxy, surfHeight); } else { /* clip to surface bounds */ sp->cliprect.minx = 0; sp->cliprect.miny = 0; sp->cliprect.maxx = surfWidth; sp->cliprect.maxy = surfHeight; } } static void set_shader_sampler(struct softpipe_context *softpipe, unsigned shader, int max_sampler) { int i; for (i = 0; i <= max_sampler; i++) { softpipe->tgsi.sampler[shader]->sp_sampler[i] = (struct sp_sampler *)(softpipe->samplers[shader][i]); } } static void update_tgsi_samplers( struct softpipe_context *softpipe ) { unsigned i, sh; set_shader_sampler(softpipe, PIPE_SHADER_VERTEX, softpipe->vs->max_sampler); set_shader_sampler(softpipe, PIPE_SHADER_FRAGMENT, softpipe->fs_variant->info.file_max[TGSI_FILE_SAMPLER]); if (softpipe->gs) { set_shader_sampler(softpipe, PIPE_SHADER_GEOMETRY, softpipe->gs->max_sampler); } /* XXX is this really necessary here??? */ for (sh = 0; sh < Elements(softpipe->tex_cache); sh++) { for (i = 0; i < PIPE_MAX_SAMPLERS; i++) { struct softpipe_tex_tile_cache *tc = softpipe->tex_cache[sh][i]; if (tc && tc->texture) { struct softpipe_resource *spt = softpipe_resource(tc->texture); if (spt->timestamp != tc->timestamp) { sp_tex_tile_cache_validate_texture( tc ); /* _debug_printf("INV %d %d\n", tc->timestamp, spt->timestamp); */ tc->timestamp = spt->timestamp; } } } } } static void update_fragment_shader(struct softpipe_context *softpipe, unsigned prim) { struct sp_fragment_shader_variant_key key; memset(&key, 0, sizeof(key)); if (prim == PIPE_PRIM_TRIANGLES) key.polygon_stipple = softpipe->rasterizer->poly_stipple_enable; if (softpipe->fs) { softpipe->fs_variant = softpipe_find_fs_variant(softpipe, softpipe->fs, &key); /* prepare the TGSI interpreter for FS execution */ softpipe->fs_variant->prepare(softpipe->fs_variant, softpipe->fs_machine, (struct tgsi_sampler *) softpipe-> tgsi.sampler[PIPE_SHADER_FRAGMENT]); } else { softpipe->fs_variant = NULL; } /* This would be the logical place to pass the fragment shader * to the draw module. However, doing this here, during state * validation, causes problems with the 'draw' module helpers for * wide/AA/stippled lines. * In principle, the draw's fragment shader should be per-variant * but that doesn't work. So we use a single draw fragment shader * per fragment shader, not per variant. */ #if 0 if (softpipe->fs_variant) { draw_bind_fragment_shader(softpipe->draw, softpipe->fs_variant->draw_shader); } else { draw_bind_fragment_shader(softpipe->draw, NULL); } #endif } /** * This should be called when the polygon stipple pattern changes. * We create a new texture from the stipple pattern and create a new * sampler view. */ static void update_polygon_stipple_pattern(struct softpipe_context *softpipe) { struct pipe_resource *tex; struct pipe_sampler_view *view; tex = util_pstipple_create_stipple_texture(&softpipe->pipe, softpipe->poly_stipple.stipple); pipe_resource_reference(&softpipe->pstipple.texture, tex); pipe_resource_reference(&tex, NULL); view = util_pstipple_create_sampler_view(&softpipe->pipe, softpipe->pstipple.texture); pipe_sampler_view_reference(&softpipe->pstipple.sampler_view, view); pipe_sampler_view_reference(&view, NULL); } /** * Should be called when polygon stipple is enabled/disabled or when * the fragment shader changes. * We add/update the fragment sampler and sampler views to sample from * the polygon stipple texture. The texture unit that we use depends on * the fragment shader (we need to use a unit not otherwise used by the * shader). */ static void update_polygon_stipple_enable(struct softpipe_context *softpipe, unsigned prim) { if (prim == PIPE_PRIM_TRIANGLES && softpipe->fs_variant->key.polygon_stipple) { const unsigned unit = softpipe->fs_variant->stipple_sampler_unit; /* sampler state */ softpipe->samplers[PIPE_SHADER_FRAGMENT][unit] = softpipe->pstipple.sampler; /* sampler view state */ softpipe_set_sampler_views(&softpipe->pipe, PIPE_SHADER_FRAGMENT, unit, 1, &softpipe->pstipple.sampler_view); softpipe->dirty |= SP_NEW_SAMPLER; } } /* Hopefully this will remain quite simple, otherwise need to pull in * something like the state tracker mechanism. */ void softpipe_update_derived(struct softpipe_context *softpipe, unsigned prim) { struct softpipe_screen *sp_screen = softpipe_screen(softpipe->pipe.screen); /* Check for updated textures. */ if (softpipe->tex_timestamp != sp_screen->timestamp) { softpipe->tex_timestamp = sp_screen->timestamp; softpipe->dirty |= SP_NEW_TEXTURE; } #if DO_PSTIPPLE_IN_HELPER_MODULE if (softpipe->dirty & SP_NEW_STIPPLE) /* before updating samplers! */ update_polygon_stipple_pattern(softpipe); #endif if (softpipe->dirty & (SP_NEW_RASTERIZER | SP_NEW_FS)) update_fragment_shader(softpipe, prim); #if DO_PSTIPPLE_IN_HELPER_MODULE if (softpipe->dirty & (SP_NEW_RASTERIZER | SP_NEW_STIPPLE | SP_NEW_FS)) update_polygon_stipple_enable(softpipe, prim); #endif /* TODO: this looks suboptimal */ if (softpipe->dirty & (SP_NEW_SAMPLER | SP_NEW_TEXTURE | SP_NEW_FS | SP_NEW_VS)) update_tgsi_samplers( softpipe ); if (softpipe->dirty & (SP_NEW_RASTERIZER | SP_NEW_FS | SP_NEW_VS)) invalidate_vertex_layout( softpipe ); if (softpipe->dirty & (SP_NEW_SCISSOR | SP_NEW_RASTERIZER | SP_NEW_FRAMEBUFFER)) compute_cliprect(softpipe); if (softpipe->dirty & (SP_NEW_BLEND | SP_NEW_DEPTH_STENCIL_ALPHA | SP_NEW_FRAMEBUFFER | SP_NEW_STIPPLE | SP_NEW_FS)) sp_build_quad_pipeline(softpipe); softpipe->dirty = 0; }