Subversion Repositories Kolibri OS

Rev

Blame | Last modification | View Log | RSS feed

  1. /**************************************************************************
  2.  *
  3.  * Copyright 2003 VMware, Inc.
  4.  * All Rights Reserved.
  5.  *
  6.  * Permission is hereby granted, free of charge, to any person obtaining a
  7.  * copy of this software and associated documentation files (the
  8.  * "Software"), to deal in the Software without restriction, including
  9.  * without limitation the rights to use, copy, modify, merge, publish,
  10.  * distribute, sub license, and/or sell copies of the Software, and to
  11.  * permit persons to whom the Software is furnished to do so, subject to
  12.  * the following conditions:
  13.  *
  14.  * The above copyright notice and this permission notice (including the
  15.  * next paragraph) shall be included in all copies or substantial portions
  16.  * of the Software.
  17.  *
  18.  * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
  19.  * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
  20.  * MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT.
  21.  * IN NO EVENT SHALL VMWARE AND/OR ITS SUPPLIERS BE LIABLE FOR
  22.  * ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
  23.  * TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
  24.  * SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
  25.  *
  26.  **************************************************************************/
  27.  
  28. #include "util/u_math.h"
  29. #include "util/u_memory.h"
  30. #include "pipe/p_shader_tokens.h"
  31. #include "draw/draw_context.h"
  32. #include "draw/draw_vertex.h"
  33. #include "draw/draw_private.h"
  34. #include "lp_context.h"
  35. #include "lp_screen.h"
  36. #include "lp_setup.h"
  37. #include "lp_state.h"
  38.  
  39.  
  40.  
  41. /**
  42.  * The vertex info describes how to convert the post-transformed vertices
  43.  * (simple float[][4]) used by the 'draw' module into vertices for
  44.  * rasterization.
  45.  *
  46.  * This function validates the vertex layout.
  47.  */
  48. static void
  49. compute_vertex_info(struct llvmpipe_context *llvmpipe)
  50. {
  51.    const struct lp_fragment_shader *lpfs = llvmpipe->fs;
  52.    struct vertex_info *vinfo = &llvmpipe->vertex_info;
  53.    int vs_index;
  54.    uint i;
  55.  
  56.    draw_prepare_shader_outputs(llvmpipe->draw);
  57.  
  58.    llvmpipe->color_slot[0] = -1;
  59.    llvmpipe->color_slot[1] = -1;
  60.    llvmpipe->bcolor_slot[0] = -1;
  61.    llvmpipe->bcolor_slot[1] = -1;
  62.  
  63.    /*
  64.     * Match FS inputs against VS outputs, emitting the necessary
  65.     * attributes.  Could cache these structs and look them up with a
  66.     * combination of fragment shader, vertex shader ids.
  67.     */
  68.  
  69.    vinfo->num_attribs = 0;
  70.  
  71.    vs_index = draw_find_shader_output(llvmpipe->draw,
  72.                                       TGSI_SEMANTIC_POSITION,
  73.                                       0);
  74.  
  75.    draw_emit_vertex_attr(vinfo, EMIT_4F, INTERP_PERSPECTIVE, vs_index);
  76.  
  77.    for (i = 0; i < lpfs->info.base.num_inputs; i++) {
  78.       /*
  79.        * Search for each input in current vs output:
  80.        */
  81.  
  82.       vs_index = draw_find_shader_output(llvmpipe->draw,
  83.                                          lpfs->info.base.input_semantic_name[i],
  84.                                          lpfs->info.base.input_semantic_index[i]);
  85.  
  86.       if (lpfs->info.base.input_semantic_name[i] == TGSI_SEMANTIC_COLOR &&
  87.           lpfs->info.base.input_semantic_index[i] < 2) {
  88.          int idx = lpfs->info.base.input_semantic_index[i];
  89.          llvmpipe->color_slot[idx] = (int)vinfo->num_attribs;
  90.       }
  91.  
  92.       if (lpfs->info.base.input_semantic_name[i] == TGSI_SEMANTIC_FACE) {
  93.          llvmpipe->face_slot = vinfo->num_attribs;
  94.          draw_emit_vertex_attr(vinfo, EMIT_4F, INTERP_CONSTANT, vs_index);
  95.       } else if (lpfs->info.base.input_semantic_name[i] == TGSI_SEMANTIC_PRIMID) {
  96.          draw_emit_vertex_attr(vinfo, EMIT_4F, INTERP_CONSTANT, vs_index);
  97.       } else {
  98.          /*
  99.           * Emit the requested fs attribute for all but position.
  100.           */
  101.          draw_emit_vertex_attr(vinfo, EMIT_4F, INTERP_PERSPECTIVE, vs_index);
  102.       }
  103.    }
  104.    /* Figure out if we need bcolor as well.
  105.     */
  106.    for (i = 0; i < 2; i++) {
  107.       vs_index = draw_find_shader_output(llvmpipe->draw,
  108.                                          TGSI_SEMANTIC_BCOLOR, i);
  109.  
  110.       if (vs_index >= 0) {
  111.          llvmpipe->bcolor_slot[i] = (int)vinfo->num_attribs;
  112.          draw_emit_vertex_attr(vinfo, EMIT_4F, INTERP_PERSPECTIVE, vs_index);
  113.       }
  114.    }
  115.  
  116.  
  117.    /* Figure out if we need pointsize as well.
  118.     */
  119.    vs_index = draw_find_shader_output(llvmpipe->draw,
  120.                                       TGSI_SEMANTIC_PSIZE, 0);
  121.  
  122.    if (vs_index >= 0) {
  123.       llvmpipe->psize_slot = vinfo->num_attribs;
  124.       draw_emit_vertex_attr(vinfo, EMIT_4F, INTERP_CONSTANT, vs_index);
  125.    }
  126.  
  127.    /* Figure out if we need viewport index */
  128.    vs_index = draw_find_shader_output(llvmpipe->draw,
  129.                                       TGSI_SEMANTIC_VIEWPORT_INDEX,
  130.                                       0);
  131.    if (vs_index >= 0) {
  132.       llvmpipe->viewport_index_slot = vinfo->num_attribs;
  133.       draw_emit_vertex_attr(vinfo, EMIT_4F, INTERP_CONSTANT, vs_index);
  134.    } else {
  135.       llvmpipe->viewport_index_slot = 0;
  136.    }
  137.  
  138.    /* Figure out if we need layer */
  139.    vs_index = draw_find_shader_output(llvmpipe->draw,
  140.                                       TGSI_SEMANTIC_LAYER,
  141.                                       0);
  142.    if (vs_index >= 0) {
  143.       llvmpipe->layer_slot = vinfo->num_attribs;
  144.       draw_emit_vertex_attr(vinfo, EMIT_4F, INTERP_CONSTANT, vs_index);
  145.    } else {
  146.       llvmpipe->layer_slot = 0;
  147.    }
  148.  
  149.    draw_compute_vertex_size(vinfo);
  150.    lp_setup_set_vertex_info(llvmpipe->setup, vinfo);
  151. }
  152.  
  153.  
  154. /**
  155.  * Handle state changes.
  156.  * Called just prior to drawing anything (pipe::draw_arrays(), etc).
  157.  *
  158.  * Hopefully this will remain quite simple, otherwise need to pull in
  159.  * something like the state tracker mechanism.
  160.  */
  161. void llvmpipe_update_derived( struct llvmpipe_context *llvmpipe )
  162. {
  163.    struct llvmpipe_screen *lp_screen = llvmpipe_screen(llvmpipe->pipe.screen);
  164.  
  165.    /* Check for updated textures.
  166.     */
  167.    if (llvmpipe->tex_timestamp != lp_screen->timestamp) {
  168.       llvmpipe->tex_timestamp = lp_screen->timestamp;
  169.       llvmpipe->dirty |= LP_NEW_SAMPLER_VIEW;
  170.    }
  171.      
  172.    if (llvmpipe->dirty & (LP_NEW_RASTERIZER |
  173.                           LP_NEW_FS |
  174.                           LP_NEW_VS))
  175.       compute_vertex_info( llvmpipe );
  176.  
  177.    if (llvmpipe->dirty & (LP_NEW_FS |
  178.                           LP_NEW_FRAMEBUFFER |
  179.                           LP_NEW_BLEND |
  180.                           LP_NEW_SCISSOR |
  181.                           LP_NEW_DEPTH_STENCIL_ALPHA |
  182.                           LP_NEW_RASTERIZER |
  183.                           LP_NEW_SAMPLER |
  184.                           LP_NEW_SAMPLER_VIEW |
  185.                           LP_NEW_OCCLUSION_QUERY))
  186.       llvmpipe_update_fs( llvmpipe );
  187.  
  188.    if (llvmpipe->dirty & (LP_NEW_RASTERIZER)) {
  189.       boolean discard =
  190.          (llvmpipe->sample_mask & 1) == 0 ||
  191.          (llvmpipe->rasterizer ? llvmpipe->rasterizer->rasterizer_discard : FALSE);
  192.  
  193.       lp_setup_set_rasterizer_discard(llvmpipe->setup, discard);
  194.    }
  195.  
  196.    if (llvmpipe->dirty & (LP_NEW_FS |
  197.                           LP_NEW_FRAMEBUFFER |
  198.                           LP_NEW_RASTERIZER))
  199.       llvmpipe_update_setup( llvmpipe );
  200.  
  201.    if (llvmpipe->dirty & LP_NEW_BLEND_COLOR)
  202.       lp_setup_set_blend_color(llvmpipe->setup,
  203.                                &llvmpipe->blend_color);
  204.  
  205.    if (llvmpipe->dirty & LP_NEW_SCISSOR)
  206.       lp_setup_set_scissors(llvmpipe->setup, llvmpipe->scissors);
  207.  
  208.    if (llvmpipe->dirty & LP_NEW_DEPTH_STENCIL_ALPHA) {
  209.       lp_setup_set_alpha_ref_value(llvmpipe->setup,
  210.                                    llvmpipe->depth_stencil->alpha.ref_value);
  211.       lp_setup_set_stencil_ref_values(llvmpipe->setup,
  212.                                       llvmpipe->stencil_ref.ref_value);
  213.    }
  214.  
  215.    if (llvmpipe->dirty & LP_NEW_CONSTANTS)
  216.       lp_setup_set_fs_constants(llvmpipe->setup,
  217.                                 Elements(llvmpipe->constants[PIPE_SHADER_FRAGMENT]),
  218.                                 llvmpipe->constants[PIPE_SHADER_FRAGMENT]);
  219.  
  220.    if (llvmpipe->dirty & (LP_NEW_SAMPLER_VIEW))
  221.       lp_setup_set_fragment_sampler_views(llvmpipe->setup,
  222.                                           llvmpipe->num_sampler_views[PIPE_SHADER_FRAGMENT],
  223.                                           llvmpipe->sampler_views[PIPE_SHADER_FRAGMENT]);
  224.  
  225.    if (llvmpipe->dirty & (LP_NEW_SAMPLER))
  226.       lp_setup_set_fragment_sampler_state(llvmpipe->setup,
  227.                                           llvmpipe->num_samplers[PIPE_SHADER_FRAGMENT],
  228.                                           llvmpipe->samplers[PIPE_SHADER_FRAGMENT]);
  229.  
  230.    if (llvmpipe->dirty & LP_NEW_VIEWPORT) {
  231.       /*
  232.        * Update setup and fragment's view of the active viewport state.
  233.        *
  234.        * XXX TODO: It is possible to only loop over the active viewports
  235.        *           instead of all viewports (PIPE_MAX_VIEWPORTS).
  236.        */
  237.       lp_setup_set_viewports(llvmpipe->setup,
  238.                              PIPE_MAX_VIEWPORTS,
  239.                              llvmpipe->viewports);
  240.    }
  241.  
  242.    llvmpipe->dirty = 0;
  243. }
  244.  
  245.