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/**************************************************************************
*
* 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->setup_info.valid = 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.
*/
static void
softpipe_compute_vertex_info(struct softpipe_context *softpipe)
{
struct sp_setup_info *sinfo = &softpipe->setup_info;
if (sinfo->valid == 0) {
const struct tgsi_shader_info *fsInfo = &softpipe->fs_variant->info;
struct vertex_info *vinfo = &softpipe->vertex_info;
uint i;
int vs_index;
/*
* This doesn't quite work right (wrt face injection, prim id,
* wide points) - hit a couple assertions, misrenderings plus
* memory corruption. Albeit could fix (the former two) by calling
* this "more often" (rasterizer changes etc.). (The latter would
* need to be included in draw_prepare_shader_outputs, but it looks
* like that would potentially allocate quite some unused additional
* vertex outputs.)
* draw_prepare_shader_outputs(softpipe->draw);
*/
/*
* Those can't actually be 0 (because pos is always at 0).
* But use ints anyway to avoid confusion (in vs outputs, they
* can very well be at pos 0).
*/
softpipe->viewport_index_slot = -1;
softpipe->layer_slot = -1;
softpipe->psize_slot = -1;
vinfo->num_attribs = 0;
/*
* Put position always first (setup needs it there).
*/
vs_index = draw_find_shader_output(softpipe->draw,
TGSI_SEMANTIC_POSITION, 0);
draw_emit_vertex_attr(vinfo, EMIT_4F, vs_index);
/*
* Match FS inputs against VS outputs, emitting the necessary
* attributes.
*/
for (i = 0; i < fsInfo->num_inputs; i++) {
enum sp_interp_mode interp = SP_INTERP_LINEAR;
switch (fsInfo->input_interpolate[i]) {
case TGSI_INTERPOLATE_CONSTANT:
interp = SP_INTERP_CONSTANT;
break;
case TGSI_INTERPOLATE_LINEAR:
interp = SP_INTERP_LINEAR;
break;
case TGSI_INTERPOLATE_PERSPECTIVE:
interp = SP_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 = SP_INTERP_POS;
break;
case TGSI_SEMANTIC_COLOR:
if (fsInfo->input_interpolate[i] == TGSI_INTERPOLATE_COLOR) {
if (softpipe->rasterizer->flatshade)
interp = SP_INTERP_CONSTANT;
else
interp = SP_INTERP_PERSPECTIVE;
}
break;
}
/*
* Search for each input in current vs output:
*/
vs_index = 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 &&
vs_index == -1) {
/*
* try and find a bcolor.
* Note that if there's both front and back color, draw will
* have copied back to front color already.
*/
vs_index = draw_find_shader_output(softpipe->draw,
TGSI_SEMANTIC_BCOLOR,
fsInfo->input_semantic_index[i]);
}
sinfo->attrib[i].interp = interp;
/* extremely pointless index map */
sinfo->attrib[i].src_index = i + 1;
/*
* For vp index and layer, if the fs requires them but the vs doesn't
* provide them, draw (vbuf) will give us the required 0 (slot -1).
* (This means in this case we'll also use those slots in setup, which
* isn't necessary but they'll contain the correct (0) value.)
*/
if (fsInfo->input_semantic_name[i] ==
TGSI_SEMANTIC_VIEWPORT_INDEX) {
softpipe->viewport_index_slot = (int)vinfo->num_attribs;
draw_emit_vertex_attr(vinfo, EMIT_4F, vs_index);
} else if (fsInfo->input_semantic_name[i] == TGSI_SEMANTIC_LAYER) {
softpipe->layer_slot = (int)vinfo->num_attribs;
draw_emit_vertex_attr(vinfo, EMIT_4F, vs_index);
/*
* Note that we'd actually want to skip position (as we won't use
* the attribute in the fs) but can't. The reason is that we don't
* actually have a input/output map for setup (even though it looks
* like we do...). Could adjust for this though even without a map.
*/
} else {
/*
* Note that we'd actually want to skip position (as we won't use
* the attribute in the fs) but can't. The reason is that we don't
* actually have a input/output map for setup (even though it looks
* like we do...). Could adjust for this though even without a map.
*/
draw_emit_vertex_attr(vinfo, EMIT_4F, vs_index);
}
}
/* Figure out if we need pointsize as well.
*/
vs_index = draw_find_shader_output(softpipe->draw,
TGSI_SEMANTIC_PSIZE, 0);
if (vs_index >= 0) {
softpipe->psize_slot = (int)vinfo->num_attribs;
draw_emit_vertex_attr(vinfo, EMIT_4F, vs_index);
}
/* Figure out if we need viewport index (if it wasn't already in fs input) */
if (softpipe->viewport_index_slot < 0) {
vs_index = draw_find_shader_output(softpipe->draw,
TGSI_SEMANTIC_VIEWPORT_INDEX,
0);
if (vs_index >= 0) {
softpipe->viewport_index_slot =(int)vinfo->num_attribs;
draw_emit_vertex_attr(vinfo, EMIT_4F, vs_index);
}
}
/* Figure out if we need layer (if it wasn't already in fs input) */
if (softpipe->layer_slot < 0) {
vs_index = draw_find_shader_output(softpipe->draw,
TGSI_SEMANTIC_LAYER,
0);
if (vs_index >= 0) {
softpipe->layer_slot = (int)vinfo->num_attribs;
draw_emit_vertex_attr(vinfo, EMIT_4F, vs_index);
}
}
draw_compute_vertex_size(vinfo);
softpipe->setup_info.valid = 1;
}
return;
}
/**
* Called from vbuf module.
*
* This will trigger validation of the vertex layout (and also compute
* the required information for setup).
*/
struct vertex_info *
softpipe_get_vbuf_vertex_info(struct softpipe_context *softpipe)
{
softpipe_compute_vertex_info(softpipe);
return &softpipe->vertex_info;
}
/**
* Recompute cliprect from scissor bounds, scissor enable and surface size.
*/
static void
compute_cliprect(struct softpipe_context *sp)
{
unsigned i;
/* SP_NEW_FRAMEBUFFER
*/
uint surfWidth = sp->framebuffer.width;
uint surfHeight = sp->framebuffer.height;
for (i = 0; i < PIPE_MAX_VIEWPORTS; i++) {
/* SP_NEW_RASTERIZER
*/
if (sp->rasterizer->scissor) {
/* SP_NEW_SCISSOR
*
* clip to scissor rect:
*/
sp->cliprect[i].minx = MAX2(sp->scissors[i].minx, 0);
sp->cliprect[i].miny = MAX2(sp->scissors[i].miny, 0);
sp->cliprect[i].maxx = MIN2(sp->scissors[i].maxx, surfWidth);
sp->cliprect[i].maxy = MIN2(sp->scissors[i].maxy, surfHeight);
}
else {
/* clip to surface bounds */
sp->cliprect[i].minx = 0;
sp->cliprect[i].miny = 0;
sp->cliprect[i].maxx = surfWidth;
sp->cliprect[i].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],
(struct tgsi_image *)softpipe->tgsi.image[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;
}
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