| /************************************************************************** |
| * |
| * 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 an 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 an 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, |
| enum pipe_shader_type 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]); |
| } |
| } |
| |
| void |
| softpipe_update_compute_samplers(struct softpipe_context *softpipe) |
| { |
| set_shader_sampler(softpipe, PIPE_SHADER_COMPUTE, softpipe->cs->max_sampler); |
| } |
| |
| 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 < ARRAY_SIZE(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], |
| (struct tgsi_buffer *)softpipe->tgsi.buffer[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; |
| } |