| /************************************************************************** |
| * |
| * 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_memory.h" |
| #include "pipe/p_shader_tokens.h" |
| #include "draw/draw_context.h" |
| #include "draw/draw_vertex.h" |
| #include "i915_context.h" |
| #include "i915_state.h" |
| #include "i915_reg.h" |
| #include "i915_fpc.h" |
| |
| |
| |
| /** |
| * Determine the hardware vertex layout. |
| * Depends on vertex/fragment shader state. |
| */ |
| static void calculate_vertex_layout( struct i915_context *i915 ) |
| { |
| const struct i915_fragment_shader *fs = i915->fs; |
| const enum interp_mode colorInterp = i915->rasterizer->color_interp; |
| struct vertex_info vinfo; |
| boolean texCoords[8], colors[2], fog, needW; |
| uint i; |
| int src; |
| |
| memset(texCoords, 0, sizeof(texCoords)); |
| colors[0] = colors[1] = fog = needW = FALSE; |
| memset(&vinfo, 0, sizeof(vinfo)); |
| |
| /* Determine which fragment program inputs are needed. Setup HW vertex |
| * layout below, in the HW-specific attribute order. |
| */ |
| for (i = 0; i < fs->info.num_inputs; i++) { |
| switch (fs->info.input_semantic_name[i]) { |
| case TGSI_SEMANTIC_POSITION: |
| break; |
| case TGSI_SEMANTIC_COLOR: |
| assert(fs->info.input_semantic_index[i] < 2); |
| colors[fs->info.input_semantic_index[i]] = TRUE; |
| break; |
| case TGSI_SEMANTIC_GENERIC: |
| /* usually a texcoord */ |
| { |
| const uint unit = fs->info.input_semantic_index[i]; |
| assert(unit < 8); |
| texCoords[unit] = TRUE; |
| needW = TRUE; |
| } |
| break; |
| case TGSI_SEMANTIC_FOG: |
| fog = TRUE; |
| break; |
| default: |
| assert(0); |
| } |
| } |
| |
| |
| /* pos */ |
| src = draw_find_shader_output(i915->draw, TGSI_SEMANTIC_POSITION, 0); |
| if (needW) { |
| draw_emit_vertex_attr(&vinfo, EMIT_4F, INTERP_LINEAR, src); |
| vinfo.hwfmt[0] |= S4_VFMT_XYZW; |
| vinfo.attrib[0].emit = EMIT_4F; |
| } |
| else { |
| draw_emit_vertex_attr(&vinfo, EMIT_3F, INTERP_LINEAR, src); |
| vinfo.hwfmt[0] |= S4_VFMT_XYZ; |
| vinfo.attrib[0].emit = EMIT_3F; |
| } |
| |
| /* hardware point size */ |
| /* XXX todo */ |
| |
| /* primary color */ |
| if (colors[0]) { |
| src = draw_find_shader_output(i915->draw, TGSI_SEMANTIC_COLOR, 0); |
| draw_emit_vertex_attr(&vinfo, EMIT_4UB, colorInterp, src); |
| vinfo.hwfmt[0] |= S4_VFMT_COLOR; |
| } |
| |
| /* secondary color */ |
| if (colors[1]) { |
| src = draw_find_shader_output(i915->draw, TGSI_SEMANTIC_COLOR, 1); |
| draw_emit_vertex_attr(&vinfo, EMIT_4UB, colorInterp, src); |
| vinfo.hwfmt[0] |= S4_VFMT_SPEC_FOG; |
| } |
| |
| /* fog coord, not fog blend factor */ |
| if (fog) { |
| src = draw_find_shader_output(i915->draw, TGSI_SEMANTIC_FOG, 0); |
| draw_emit_vertex_attr(&vinfo, EMIT_1F, INTERP_PERSPECTIVE, src); |
| vinfo.hwfmt[0] |= S4_VFMT_FOG_PARAM; |
| } |
| |
| /* texcoords */ |
| for (i = 0; i < 8; i++) { |
| uint hwtc; |
| if (texCoords[i]) { |
| hwtc = TEXCOORDFMT_4D; |
| src = draw_find_shader_output(i915->draw, TGSI_SEMANTIC_GENERIC, i); |
| draw_emit_vertex_attr(&vinfo, EMIT_4F, INTERP_PERSPECTIVE, src); |
| } |
| else { |
| hwtc = TEXCOORDFMT_NOT_PRESENT; |
| } |
| vinfo.hwfmt[1] |= hwtc << (i * 4); |
| } |
| |
| draw_compute_vertex_size(&vinfo); |
| |
| if (memcmp(&i915->current.vertex_info, &vinfo, sizeof(vinfo))) { |
| /* 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; |
| |
| memcpy(&i915->current.vertex_info, &vinfo, sizeof(vinfo)); |
| } |
| } |
| |
| |
| |
| |
| /* 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 | I915_NEW_VS)) |
| 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->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; |
| } |