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/**************************************************************************
*
* 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_setup.h"
#include "lp_state.h"
/**
* 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.
*/
static void
compute_vertex_info(struct llvmpipe_context *llvmpipe)
{
const struct lp_fragment_shader *lpfs = llvmpipe->fs;
struct vertex_info *vinfo = &llvmpipe->vertex_info;
unsigned vs_index;
uint i;
/*
* Match FS inputs against VS outputs, emitting the necessary
* attributes. Could cache these structs and look them up with a
* combination of fragment shader, vertex shader ids.
*/
vinfo->num_attribs = 0;
vs_index = draw_find_shader_output(llvmpipe->draw,
TGSI_SEMANTIC_POSITION,
0);
draw_emit_vertex_attr(vinfo, EMIT_4F, INTERP_PERSPECTIVE, vs_index);
for (i = 0; i < lpfs->info.base.num_inputs; i++) {
/*
* Search for each input in current vs output:
*/
vs_index = draw_find_shader_output(llvmpipe->draw,
lpfs->info.base.input_semantic_name[i],
lpfs->info.base.input_semantic_index[i]);
/*
* Emit the requested fs attribute for all but position.
*/
draw_emit_vertex_attr(vinfo, EMIT_4F, INTERP_PERSPECTIVE, vs_index);
}
/* Figure out if we need pointsize as well.
*/
vs_index = draw_find_shader_output(llvmpipe->draw,
TGSI_SEMANTIC_PSIZE, 0);
if (vs_index > 0) {
llvmpipe->psize_slot = vinfo->num_attribs;
draw_emit_vertex_attr(vinfo, EMIT_4F, INTERP_CONSTANT, vs_index);
}
draw_compute_vertex_size(vinfo);
lp_setup_set_vertex_info(llvmpipe->setup, vinfo);
}
/**
* Handle state changes.
* Called just prior to drawing anything (pipe::draw_arrays(), etc).
*
* 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_SAMPLER_VIEW;
}
if (llvmpipe->dirty & (LP_NEW_RASTERIZER |
LP_NEW_FS |
LP_NEW_VS))
compute_vertex_info( llvmpipe );
if (llvmpipe->dirty & (LP_NEW_FS |
LP_NEW_BLEND |
LP_NEW_SCISSOR |
LP_NEW_DEPTH_STENCIL_ALPHA |
LP_NEW_RASTERIZER |
LP_NEW_SAMPLER |
LP_NEW_SAMPLER_VIEW |
LP_NEW_QUERY))
llvmpipe_update_fs( llvmpipe );
if (llvmpipe->dirty & (LP_NEW_FS |
LP_NEW_RASTERIZER))
llvmpipe_update_setup( llvmpipe );
if (llvmpipe->dirty & LP_NEW_BLEND_COLOR)
lp_setup_set_blend_color(llvmpipe->setup,
&llvmpipe->blend_color);
if (llvmpipe->dirty & LP_NEW_SCISSOR)
lp_setup_set_scissor(llvmpipe->setup, &llvmpipe->scissor);
if (llvmpipe->dirty & LP_NEW_DEPTH_STENCIL_ALPHA) {
lp_setup_set_alpha_ref_value(llvmpipe->setup,
llvmpipe->depth_stencil->alpha.ref_value);
lp_setup_set_stencil_ref_values(llvmpipe->setup,
llvmpipe->stencil_ref.ref_value);
}
if (llvmpipe->dirty & LP_NEW_CONSTANTS)
lp_setup_set_fs_constants(llvmpipe->setup,
llvmpipe->constants[PIPE_SHADER_FRAGMENT][0]);
if (llvmpipe->dirty & (LP_NEW_SAMPLER_VIEW))
lp_setup_set_fragment_sampler_views(llvmpipe->setup,
llvmpipe->num_fragment_sampler_views,
llvmpipe->fragment_sampler_views);
if (llvmpipe->dirty & (LP_NEW_SAMPLER))
lp_setup_set_fragment_sampler_state(llvmpipe->setup,
llvmpipe->num_samplers,
llvmpipe->sampler);
llvmpipe->dirty = 0;
}
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