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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 "pipe/p_util.h"
#include "pipe/draw/draw_context.h"
#include "pipe/draw/draw_vertex.h"
#include "i915_context.h"
#include "i915_state.h"
#include "i915_reg.h"
#include "i915_fpc.h"
/**
* Determine which post-transform / pre-rasterization vertex attributes
* we need.
* Derived from: fs, setup states.
*/
static void calculate_vertex_layout( struct i915_context *i915 )
{
const uint inputsRead = i915->fs.inputs_read;
const interp_mode colorInterp
= i915->rasterizer->flatshade ? INTERP_CONSTANT : INTERP_LINEAR;
struct vertex_info *vinfo = &i915->current.vertex_info;
uint front0 = 0, back0 = 0, front1 = 0, back1 = 0;
boolean needW = 0;
memset(vinfo, 0, sizeof(*vinfo));
/* pos */
draw_emit_vertex_attr(vinfo, TGSI_ATTRIB_POS, FORMAT_3F, INTERP_LINEAR);
/* Note: we'll set the S4_VFMT_XYZ[W] bits below */
/* color0 */
if (inputsRead & (1 << TGSI_ATTRIB_COLOR0)) {
front0 = draw_emit_vertex_attr(vinfo, TGSI_ATTRIB_COLOR0,
FORMAT_4UB, colorInterp);
vinfo->hwfmt[0] |= S4_VFMT_COLOR;
}
/* color 1 */
if (inputsRead & (1 << TGSI_ATTRIB_COLOR1)) {
assert(0); /* untested */
front1 = draw_emit_vertex_attr(vinfo, TGSI_ATTRIB_COLOR1,
FORMAT_4UB, colorInterp);
vinfo->hwfmt[0] |= S4_VFMT_SPEC_FOG;
}
/* XXX fog? */
/* texcoords */
{
uint i;
for (i = TGSI_ATTRIB_TEX0; i <= TGSI_ATTRIB_TEX7; i++) {
uint hwtc;
if (inputsRead & (1 << i)) {
draw_emit_vertex_attr(vinfo, i, FORMAT_4F, INTERP_PERSPECTIVE);
hwtc = TEXCOORDFMT_4D;
needW = TRUE;
}
else {
hwtc = TEXCOORDFMT_NOT_PRESENT;
}
vinfo->hwfmt[1] |= hwtc << ((i - TGSI_ATTRIB_TEX0) * 4);
}
}
/* go back and fill in the vertex position info now that we have needW */
if (needW) {
vinfo->hwfmt[0] |= S4_VFMT_XYZW;
vinfo->format[0] = FORMAT_4F;
}
else {
vinfo->hwfmt[0] |= S4_VFMT_XYZ;
vinfo->format[0] = FORMAT_3F;
}
/* Additional attributes required for setup: Just twosided
* lighting. Edgeflag is dealt with specially by setting bits in
* the vertex header.
*/
if (i915->rasterizer->light_twoside) {
if (inputsRead & (1 << TGSI_ATTRIB_COLOR0)) {
back0 = draw_emit_vertex_attr(vinfo, TGSI_ATTRIB_BFC0,
FORMAT_OMIT, colorInterp);
}
if (inputsRead & (1 << TGSI_ATTRIB_COLOR1)) {
back1 = draw_emit_vertex_attr(vinfo, TGSI_ATTRIB_BFC1,
FORMAT_OMIT, colorInterp);
}
}
draw_compute_vertex_size(vinfo);
/* If the attributes have changed, tell the draw module about the new
* vertex layout. We'll also update the hardware vertex format info.
*/
draw_set_vertex_attributes( i915->draw,
vinfo->slot_to_attrib,
vinfo->interp_mode,
vinfo->num_attribs);
draw_set_twoside_attributes(i915->draw,
front0, back0, front1, back1);
/* Need to set this flag so that the LIS2/4 registers get set.
* It also means the i915_update_immediate() function must be called
* after this one, in i915_update_derived().
*/
i915->dirty |= I915_NEW_VERTEX_FORMAT;
}
/* Hopefully this will remain quite simple, otherwise need to pull in
* something like the state tracker mechanism.
*/
void i915_update_derived( struct i915_context *i915 )
{
if (i915->dirty & (I915_NEW_RASTERIZER | I915_NEW_FS))
calculate_vertex_layout( i915 );
if (i915->dirty & (I915_NEW_SAMPLER | I915_NEW_TEXTURE))
i915_update_samplers(i915);
if (i915->dirty & I915_NEW_TEXTURE)
i915_update_textures(i915);
if (i915->dirty)
i915_update_immediate( i915 );
if (i915->dirty)
i915_update_dynamic( i915 );
if (i915->dirty & I915_NEW_FS) {
i915_translate_fragment_program(i915);
i915->hardware_dirty |= I915_HW_PROGRAM; /* XXX right? */
}
/* HW emit currently references framebuffer state directly:
*/
if (i915->dirty & I915_NEW_FRAMEBUFFER)
i915->hardware_dirty |= I915_HW_STATIC;
i915->dirty = 0;
}
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