blob: c753b183c0ca36f0c4ff7d956c18e39eb7bc107d [file] [log] [blame]
/**************************************************************************
*
* 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_tex_cache.h"
#include "lp_state.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 llvmpipe_context *llvmpipe)
{
llvmpipe->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 *
llvmpipe_get_vertex_info(struct llvmpipe_context *llvmpipe)
{
struct vertex_info *vinfo = &llvmpipe->vertex_info;
if (vinfo->num_attribs == 0) {
/* compute vertex layout now */
const struct lp_fragment_shader *lpfs = llvmpipe->fs;
struct vertex_info *vinfo_vbuf = &llvmpipe->vertex_info_vbuf;
const uint num = draw_num_vs_outputs(llvmpipe->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 < lpfs->info.num_inputs; i++) {
int src;
enum interp_mode interp;
switch (lpfs->info.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;
default:
assert(0);
interp = INTERP_LINEAR;
}
switch (lpfs->info.input_semantic_name[i]) {
case TGSI_SEMANTIC_POSITION:
interp = INTERP_POS;
break;
case TGSI_SEMANTIC_COLOR:
if (llvmpipe->rasterizer->flatshade) {
interp = INTERP_CONSTANT;
}
break;
}
/* this includes texcoords and varying vars */
src = draw_find_vs_output(llvmpipe->draw,
lpfs->info.input_semantic_name[i],
lpfs->info.input_semantic_index[i]);
draw_emit_vertex_attr(vinfo, EMIT_4F, interp, src);
}
llvmpipe->psize_slot = draw_find_vs_output(llvmpipe->draw,
TGSI_SEMANTIC_PSIZE, 0);
if (llvmpipe->psize_slot > 0) {
draw_emit_vertex_attr(vinfo, EMIT_4F, INTERP_CONSTANT,
llvmpipe->psize_slot);
}
draw_compute_vertex_size(vinfo);
}
return vinfo;
}
/**
* Called from vbuf module.
*
* Note that there's actually two different vertex layouts in llvmpipe.
*
* The normal one is computed in llvmpipe_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 llvmpipe vbuf code begins drawing, the normal vertex layout
* will come into play again.
*/
struct vertex_info *
llvmpipe_get_vbuf_vertex_info(struct llvmpipe_context *llvmpipe)
{
(void) llvmpipe_get_vertex_info(llvmpipe);
return &llvmpipe->vertex_info_vbuf;
}
/**
* Recompute cliprect from scissor bounds, scissor enable and surface size.
*/
static void
compute_cliprect(struct llvmpipe_context *lp)
{
/* LP_NEW_FRAMEBUFFER
*/
uint surfWidth = lp->framebuffer.width;
uint surfHeight = lp->framebuffer.height;
/* LP_NEW_RASTERIZER
*/
if (lp->rasterizer->scissor) {
/* LP_NEW_SCISSOR
*
* clip to scissor rect:
*/
lp->cliprect.minx = MAX2(lp->scissor.minx, 0);
lp->cliprect.miny = MAX2(lp->scissor.miny, 0);
lp->cliprect.maxx = MIN2(lp->scissor.maxx, surfWidth);
lp->cliprect.maxy = MIN2(lp->scissor.maxy, surfHeight);
}
else {
/* clip to surface bounds */
lp->cliprect.minx = 0;
lp->cliprect.miny = 0;
lp->cliprect.maxx = surfWidth;
lp->cliprect.maxy = surfHeight;
}
}
static void
update_tgsi_samplers( struct llvmpipe_context *llvmpipe )
{
unsigned i;
/* vertex shader samplers */
for (i = 0; i < PIPE_MAX_SAMPLERS; i++) {
llvmpipe->tgsi.vert_samplers[i].sampler = llvmpipe->sampler[i];
llvmpipe->tgsi.vert_samplers[i].texture = llvmpipe->texture[i];
llvmpipe->tgsi.frag_samplers[i].base.get_samples = lp_get_samples;
}
/* fragment shader samplers */
for (i = 0; i < PIPE_MAX_SAMPLERS; i++) {
llvmpipe->tgsi.frag_samplers[i].sampler = llvmpipe->sampler[i];
llvmpipe->tgsi.frag_samplers[i].texture = llvmpipe->texture[i];
llvmpipe->tgsi.frag_samplers[i].base.get_samples = lp_get_samples;
}
for (i = 0; i < PIPE_MAX_SAMPLERS; i++) {
lp_tex_tile_cache_validate_texture( llvmpipe->tex_cache[i] );
}
llvmpipe->jit_context.samplers = (struct tgsi_sampler **)llvmpipe->tgsi.frag_samplers_list;
}
/* 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_TEXTURE;
}
if (llvmpipe->dirty & (LP_NEW_SAMPLER |
LP_NEW_TEXTURE))
update_tgsi_samplers( llvmpipe );
if (llvmpipe->dirty & (LP_NEW_RASTERIZER |
LP_NEW_FS |
LP_NEW_VS))
invalidate_vertex_layout( llvmpipe );
if (llvmpipe->dirty & (LP_NEW_SCISSOR |
LP_NEW_RASTERIZER |
LP_NEW_FRAMEBUFFER))
compute_cliprect(llvmpipe);
if (llvmpipe->dirty & (LP_NEW_FS |
LP_NEW_BLEND |
LP_NEW_DEPTH_STENCIL_ALPHA |
LP_NEW_SAMPLER |
LP_NEW_TEXTURE))
llvmpipe_update_fs( llvmpipe );
llvmpipe->dirty = 0;
}