1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
|
/**************************************************************************
*
* 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_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_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 == 0)
/* 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);
}
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
update_tgsi_samplers( struct softpipe_context *softpipe )
{
unsigned i, sh;
softpipe_reset_sampler_variants( softpipe );
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);
}
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;
assert(unit >= softpipe->num_samplers[PIPE_SHADER_FRAGMENT]);
/* sampler state */
softpipe->samplers[PIPE_SHADER_FRAGMENT][unit] = softpipe->pstipple.sampler;
/* sampler view */
pipe_sampler_view_reference(&softpipe->sampler_views[PIPE_SHADER_FRAGMENT][unit],
softpipe->pstipple.sampler_view);
sp_tex_tile_cache_set_sampler_view(softpipe->tex_cache[PIPE_SHADER_FRAGMENT][unit],
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
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_FS))
sp_build_quad_pipeline(softpipe);
softpipe->dirty = 0;
}
|