0,0 → 1,410 |
/************************************************************************** |
* |
* 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->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 * |
softpipe_get_vertex_info(struct softpipe_context *softpipe) |
{ |
struct vertex_info *vinfo = &softpipe->vertex_info; |
|
if (vinfo->num_attribs == 0) { |
/* compute vertex layout now */ |
const struct tgsi_shader_info *fsInfo = &softpipe->fs_variant->info; |
struct vertex_info *vinfo_vbuf = &softpipe->vertex_info_vbuf; |
const uint num = draw_num_shader_outputs(softpipe->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 < fsInfo->num_inputs; i++) { |
int src; |
enum interp_mode interp = INTERP_LINEAR; |
|
switch (fsInfo->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; |
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 = INTERP_POS; |
break; |
|
case TGSI_SEMANTIC_COLOR: |
if (fsInfo->input_interpolate[i] == TGSI_INTERPOLATE_COLOR) { |
if (softpipe->rasterizer->flatshade) |
interp = INTERP_CONSTANT; |
else |
interp = INTERP_PERSPECTIVE; |
} |
break; |
} |
|
/* this includes texcoords and varying vars */ |
src = 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 && src == -1) |
/* try and find a bcolor */ |
src = draw_find_shader_output(softpipe->draw, |
TGSI_SEMANTIC_BCOLOR, fsInfo->input_semantic_index[i]); |
|
draw_emit_vertex_attr(vinfo, EMIT_4F, interp, src); |
} |
|
softpipe->psize_slot = draw_find_shader_output(softpipe->draw, |
TGSI_SEMANTIC_PSIZE, 0); |
if (softpipe->psize_slot >= 0) { |
draw_emit_vertex_attr(vinfo, EMIT_4F, INTERP_CONSTANT, |
softpipe->psize_slot); |
} |
|
softpipe->layer_slot = draw_find_shader_output(softpipe->draw, |
TGSI_SEMANTIC_LAYER, 0); |
if (softpipe->layer_slot >= 0) { |
draw_emit_vertex_attr(vinfo, EMIT_4F, INTERP_CONSTANT, softpipe->layer_slot); |
} |
|
draw_compute_vertex_size(vinfo); |
} |
|
return vinfo; |
} |
|
|
/** |
* Called from vbuf module. |
* |
* Note that there's actually two different vertex layouts in softpipe. |
* |
* The normal one is computed in softpipe_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 softpipe vbuf code begins drawing, the normal vertex layout |
* will come into play again. |
*/ |
struct vertex_info * |
softpipe_get_vbuf_vertex_info(struct softpipe_context *softpipe) |
{ |
(void) softpipe_get_vertex_info(softpipe); |
return &softpipe->vertex_info_vbuf; |
} |
|
|
/** |
* Recompute cliprect from scissor bounds, scissor enable and surface size. |
*/ |
static void |
compute_cliprect(struct softpipe_context *sp) |
{ |
/* SP_NEW_FRAMEBUFFER |
*/ |
uint surfWidth = sp->framebuffer.width; |
uint surfHeight = sp->framebuffer.height; |
|
/* SP_NEW_RASTERIZER |
*/ |
if (sp->rasterizer->scissor) { |
|
/* SP_NEW_SCISSOR |
* |
* clip to scissor rect: |
*/ |
sp->cliprect.minx = MAX2(sp->scissor.minx, 0); |
sp->cliprect.miny = MAX2(sp->scissor.miny, 0); |
sp->cliprect.maxx = MIN2(sp->scissor.maxx, surfWidth); |
sp->cliprect.maxy = MIN2(sp->scissor.maxy, surfHeight); |
} |
else { |
/* clip to surface bounds */ |
sp->cliprect.minx = 0; |
sp->cliprect.miny = 0; |
sp->cliprect.maxx = surfWidth; |
sp->cliprect.maxy = surfHeight; |
} |
} |
|
|
static void |
set_shader_sampler(struct softpipe_context *softpipe, |
unsigned 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]); |
} |
} |
|
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 < Elements(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]); |
} |
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; |
} |