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  1. /**************************************************************************
  2.  *
  3.  * Copyright 2003 Tungsten Graphics, Inc., Cedar Park, Texas.
  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 TUNGSTEN GRAPHICS 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.    llvmpipe->color_slot[0] = -1;
  57.    llvmpipe->color_slot[1] = -1;
  58.    llvmpipe->bcolor_slot[0] = -1;
  59.    llvmpipe->bcolor_slot[1] = -1;
  60.  
  61.    /*
  62.     * Match FS inputs against VS outputs, emitting the necessary
  63.     * attributes.  Could cache these structs and look them up with a
  64.     * combination of fragment shader, vertex shader ids.
  65.     */
  66.  
  67.    vinfo->num_attribs = 0;
  68.  
  69.    vs_index = draw_find_shader_output(llvmpipe->draw,
  70.                                        TGSI_SEMANTIC_POSITION,
  71.                                        0);
  72.  
  73.    draw_emit_vertex_attr(vinfo, EMIT_4F, INTERP_PERSPECTIVE, vs_index);
  74.  
  75.    for (i = 0; i < lpfs->info.base.num_inputs; i++) {
  76.       /*
  77.        * Search for each input in current vs output:
  78.        */
  79.  
  80.       vs_index = draw_find_shader_output(llvmpipe->draw,
  81.                                          lpfs->info.base.input_semantic_name[i],
  82.                                          lpfs->info.base.input_semantic_index[i]);
  83.  
  84.       if (lpfs->info.base.input_semantic_name[i] == TGSI_SEMANTIC_COLOR &&
  85.           lpfs->info.base.input_semantic_index[i] < 2) {
  86.          int idx = lpfs->info.base.input_semantic_index[i];
  87.          llvmpipe->color_slot[idx] = (int)vinfo->num_attribs;
  88.       }
  89.  
  90.       /*
  91.        * Emit the requested fs attribute for all but position.
  92.        */
  93.       draw_emit_vertex_attr(vinfo, EMIT_4F, INTERP_PERSPECTIVE, vs_index);
  94.    }
  95.  
  96.    /* Figure out if we need bcolor as well.
  97.     */
  98.    for (i = 0; i < 2; i++) {
  99.       vs_index = draw_find_shader_output(llvmpipe->draw,
  100.                                          TGSI_SEMANTIC_BCOLOR, i);
  101.  
  102.       if (vs_index >= 0) {
  103.          llvmpipe->bcolor_slot[i] = (int)vinfo->num_attribs;
  104.          draw_emit_vertex_attr(vinfo, EMIT_4F, INTERP_PERSPECTIVE, vs_index);
  105.       }
  106.    }
  107.  
  108.  
  109.    /* Figure out if we need pointsize as well.
  110.     */
  111.    vs_index = draw_find_shader_output(llvmpipe->draw,
  112.                                       TGSI_SEMANTIC_PSIZE, 0);
  113.  
  114.    if (vs_index >= 0) {
  115.       llvmpipe->psize_slot = vinfo->num_attribs;
  116.       draw_emit_vertex_attr(vinfo, EMIT_4F, INTERP_CONSTANT, vs_index);
  117.    }
  118.  
  119.    /* Figure out if we need viewport index */
  120.    vs_index = draw_find_shader_output(llvmpipe->draw,
  121.                                       TGSI_SEMANTIC_VIEWPORT_INDEX,
  122.                                       0);
  123.    if (vs_index >= 0) {
  124.       llvmpipe->viewport_index_slot = vinfo->num_attribs;
  125.       draw_emit_vertex_attr(vinfo, EMIT_4F, INTERP_CONSTANT, vs_index);
  126.    } else {
  127.       llvmpipe->viewport_index_slot = 0;
  128.    }
  129.  
  130.    /* Figure out if we need layer */
  131.    vs_index = draw_find_shader_output(llvmpipe->draw,
  132.                                       TGSI_SEMANTIC_LAYER,
  133.                                       0);
  134.    if (vs_index >= 0) {
  135.       llvmpipe->layer_slot = vinfo->num_attribs;
  136.       draw_emit_vertex_attr(vinfo, EMIT_4F, INTERP_CONSTANT, vs_index);
  137.    } else {
  138.       llvmpipe->layer_slot = 0;
  139.    }
  140.  
  141.  
  142.    draw_compute_vertex_size(vinfo);
  143.    lp_setup_set_vertex_info(llvmpipe->setup, vinfo);
  144. }
  145.  
  146.  
  147. /**
  148.  * Handle state changes.
  149.  * Called just prior to drawing anything (pipe::draw_arrays(), etc).
  150.  *
  151.  * Hopefully this will remain quite simple, otherwise need to pull in
  152.  * something like the state tracker mechanism.
  153.  */
  154. void llvmpipe_update_derived( struct llvmpipe_context *llvmpipe )
  155. {
  156.    struct llvmpipe_screen *lp_screen = llvmpipe_screen(llvmpipe->pipe.screen);
  157.  
  158.    /* Check for updated textures.
  159.     */
  160.    if (llvmpipe->tex_timestamp != lp_screen->timestamp) {
  161.       llvmpipe->tex_timestamp = lp_screen->timestamp;
  162.       llvmpipe->dirty |= LP_NEW_SAMPLER_VIEW;
  163.    }
  164.      
  165.    if (llvmpipe->dirty & (LP_NEW_RASTERIZER |
  166.                           LP_NEW_FS |
  167.                           LP_NEW_VS))
  168.       compute_vertex_info( llvmpipe );
  169.  
  170.    if (llvmpipe->dirty & (LP_NEW_FS |
  171.                           LP_NEW_FRAMEBUFFER |
  172.                           LP_NEW_BLEND |
  173.                           LP_NEW_SCISSOR |
  174.                           LP_NEW_DEPTH_STENCIL_ALPHA |
  175.                           LP_NEW_RASTERIZER |
  176.                           LP_NEW_SAMPLER |
  177.                           LP_NEW_SAMPLER_VIEW |
  178.                           LP_NEW_OCCLUSION_QUERY))
  179.       llvmpipe_update_fs( llvmpipe );
  180.  
  181.    if (llvmpipe->dirty & (LP_NEW_FS |
  182.                           LP_NEW_RASTERIZER))
  183.       llvmpipe_update_setup( llvmpipe );
  184.  
  185.    if (llvmpipe->dirty & LP_NEW_BLEND_COLOR)
  186.       lp_setup_set_blend_color(llvmpipe->setup,
  187.                                &llvmpipe->blend_color);
  188.  
  189.    if (llvmpipe->dirty & LP_NEW_SCISSOR)
  190.       lp_setup_set_scissors(llvmpipe->setup, llvmpipe->scissors);
  191.  
  192.    if (llvmpipe->dirty & LP_NEW_DEPTH_STENCIL_ALPHA) {
  193.       lp_setup_set_alpha_ref_value(llvmpipe->setup,
  194.                                    llvmpipe->depth_stencil->alpha.ref_value);
  195.       lp_setup_set_stencil_ref_values(llvmpipe->setup,
  196.                                       llvmpipe->stencil_ref.ref_value);
  197.    }
  198.  
  199.    if (llvmpipe->dirty & LP_NEW_CONSTANTS)
  200.       lp_setup_set_fs_constants(llvmpipe->setup,
  201.                                 Elements(llvmpipe->constants[PIPE_SHADER_FRAGMENT]),
  202.                                 llvmpipe->constants[PIPE_SHADER_FRAGMENT]);
  203.  
  204.    if (llvmpipe->dirty & (LP_NEW_SAMPLER_VIEW))
  205.       lp_setup_set_fragment_sampler_views(llvmpipe->setup,
  206.                                           llvmpipe->num_sampler_views[PIPE_SHADER_FRAGMENT],
  207.                                           llvmpipe->sampler_views[PIPE_SHADER_FRAGMENT]);
  208.  
  209.    if (llvmpipe->dirty & (LP_NEW_SAMPLER))
  210.       lp_setup_set_fragment_sampler_state(llvmpipe->setup,
  211.                                           llvmpipe->num_samplers[PIPE_SHADER_FRAGMENT],
  212.                                           llvmpipe->samplers[PIPE_SHADER_FRAGMENT]);
  213.  
  214.    llvmpipe->dirty = 0;
  215. }
  216.  
  217.