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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_inlines.h"
  29. #include "util/u_math.h"
  30. #include "util/u_memory.h"
  31. #include "util/u_pstipple.h"
  32. #include "pipe/p_shader_tokens.h"
  33. #include "draw/draw_context.h"
  34. #include "draw/draw_vertex.h"
  35. #include "sp_context.h"
  36. #include "sp_screen.h"
  37. #include "sp_state.h"
  38. #include "sp_texture.h"
  39. #include "sp_tex_sample.h"
  40. #include "sp_tex_tile_cache.h"
  41.  
  42.  
  43. /**
  44.  * Mark the current vertex layout as "invalid".
  45.  * We'll validate the vertex layout later, when we start to actually
  46.  * render a point or line or tri.
  47.  */
  48. static void
  49. invalidate_vertex_layout(struct softpipe_context *softpipe)
  50. {
  51.    softpipe->vertex_info.num_attribs =  0;
  52. }
  53.  
  54.  
  55. /**
  56.  * The vertex info describes how to convert the post-transformed vertices
  57.  * (simple float[][4]) used by the 'draw' module into vertices for
  58.  * rasterization.
  59.  *
  60.  * This function validates the vertex layout and returns a pointer to a
  61.  * vertex_info object.
  62.  */
  63. struct vertex_info *
  64. softpipe_get_vertex_info(struct softpipe_context *softpipe)
  65. {
  66.    struct vertex_info *vinfo = &softpipe->vertex_info;
  67.  
  68.    if (vinfo->num_attribs == 0) {
  69.       /* compute vertex layout now */
  70.       const struct tgsi_shader_info *fsInfo = &softpipe->fs_variant->info;
  71.       struct vertex_info *vinfo_vbuf = &softpipe->vertex_info_vbuf;
  72.       const uint num = draw_num_shader_outputs(softpipe->draw);
  73.       uint i;
  74.  
  75.       /* Tell draw_vbuf to simply emit the whole post-xform vertex
  76.        * as-is.  No longer any need to try and emit draw vertex_header
  77.        * info.
  78.        */
  79.       vinfo_vbuf->num_attribs = 0;
  80.       for (i = 0; i < num; i++) {
  81.          draw_emit_vertex_attr(vinfo_vbuf, EMIT_4F, INTERP_PERSPECTIVE, i);
  82.       }
  83.       draw_compute_vertex_size(vinfo_vbuf);
  84.  
  85.       /*
  86.        * Loop over fragment shader inputs, searching for the matching output
  87.        * from the vertex shader.
  88.        */
  89.       vinfo->num_attribs = 0;
  90.       for (i = 0; i < fsInfo->num_inputs; i++) {
  91.          int src;
  92.          enum interp_mode interp = INTERP_LINEAR;
  93.  
  94.          switch (fsInfo->input_interpolate[i]) {
  95.          case TGSI_INTERPOLATE_CONSTANT:
  96.             interp = INTERP_CONSTANT;
  97.             break;
  98.          case TGSI_INTERPOLATE_LINEAR:
  99.             interp = INTERP_LINEAR;
  100.             break;
  101.          case TGSI_INTERPOLATE_PERSPECTIVE:
  102.             interp = INTERP_PERSPECTIVE;
  103.             break;
  104.          case TGSI_INTERPOLATE_COLOR:
  105.             assert(fsInfo->input_semantic_name[i] == TGSI_SEMANTIC_COLOR);
  106.             break;
  107.          default:
  108.             assert(0);
  109.          }
  110.  
  111.          switch (fsInfo->input_semantic_name[i]) {
  112.          case TGSI_SEMANTIC_POSITION:
  113.             interp = INTERP_POS;
  114.             break;
  115.  
  116.          case TGSI_SEMANTIC_COLOR:
  117.             if (fsInfo->input_interpolate[i] == TGSI_INTERPOLATE_COLOR) {
  118.                if (softpipe->rasterizer->flatshade)
  119.                   interp = INTERP_CONSTANT;
  120.                else
  121.                   interp = INTERP_PERSPECTIVE;
  122.             }
  123.             break;
  124.          }
  125.  
  126.          /* this includes texcoords and varying vars */
  127.          src = draw_find_shader_output(softpipe->draw,
  128.                                        fsInfo->input_semantic_name[i],
  129.                                        fsInfo->input_semantic_index[i]);
  130.          if (fsInfo->input_semantic_name[i] == TGSI_SEMANTIC_COLOR && src == -1)
  131.            /* try and find a bcolor */
  132.            src = draw_find_shader_output(softpipe->draw,
  133.                                          TGSI_SEMANTIC_BCOLOR, fsInfo->input_semantic_index[i]);
  134.  
  135.          draw_emit_vertex_attr(vinfo, EMIT_4F, interp, src);
  136.       }
  137.  
  138.       softpipe->psize_slot = draw_find_shader_output(softpipe->draw,
  139.                                                  TGSI_SEMANTIC_PSIZE, 0);
  140.       if (softpipe->psize_slot >= 0) {
  141.          draw_emit_vertex_attr(vinfo, EMIT_4F, INTERP_CONSTANT,
  142.                                softpipe->psize_slot);
  143.       }
  144.  
  145.       draw_compute_vertex_size(vinfo);
  146.    }
  147.  
  148.    return vinfo;
  149. }
  150.  
  151.  
  152. /**
  153.  * Called from vbuf module.
  154.  *
  155.  * Note that there's actually two different vertex layouts in softpipe.
  156.  *
  157.  * The normal one is computed in softpipe_get_vertex_info() above and is
  158.  * used by the point/line/tri "setup" code.
  159.  *
  160.  * The other one (this one) is only used by the vbuf module (which is
  161.  * not normally used by default but used in testing).  For the vbuf module,
  162.  * we basically want to pass-through the draw module's vertex layout as-is.
  163.  * When the softpipe vbuf code begins drawing, the normal vertex layout
  164.  * will come into play again.
  165.  */
  166. struct vertex_info *
  167. softpipe_get_vbuf_vertex_info(struct softpipe_context *softpipe)
  168. {
  169.    (void) softpipe_get_vertex_info(softpipe);
  170.    return &softpipe->vertex_info_vbuf;
  171. }
  172.  
  173.  
  174. /**
  175.  * Recompute cliprect from scissor bounds, scissor enable and surface size.
  176.  */
  177. static void
  178. compute_cliprect(struct softpipe_context *sp)
  179. {
  180.    /* SP_NEW_FRAMEBUFFER
  181.     */
  182.    uint surfWidth = sp->framebuffer.width;
  183.    uint surfHeight = sp->framebuffer.height;
  184.  
  185.    /* SP_NEW_RASTERIZER
  186.     */
  187.    if (sp->rasterizer->scissor) {
  188.  
  189.       /* SP_NEW_SCISSOR
  190.        *
  191.        * clip to scissor rect:
  192.        */
  193.       sp->cliprect.minx = MAX2(sp->scissor.minx, 0);
  194.       sp->cliprect.miny = MAX2(sp->scissor.miny, 0);
  195.       sp->cliprect.maxx = MIN2(sp->scissor.maxx, surfWidth);
  196.       sp->cliprect.maxy = MIN2(sp->scissor.maxy, surfHeight);
  197.    }
  198.    else {
  199.       /* clip to surface bounds */
  200.       sp->cliprect.minx = 0;
  201.       sp->cliprect.miny = 0;
  202.       sp->cliprect.maxx = surfWidth;
  203.       sp->cliprect.maxy = surfHeight;
  204.    }
  205. }
  206.  
  207.  
  208. static void
  209. set_shader_sampler(struct softpipe_context *softpipe,
  210.                    unsigned shader,
  211.                    int max_sampler)
  212. {
  213.    int i;
  214.    for (i = 0; i <= max_sampler; i++) {
  215.       softpipe->tgsi.sampler[shader]->sp_sampler[i] =
  216.          (struct sp_sampler *)(softpipe->samplers[shader][i]);
  217.    }
  218. }
  219.  
  220. static void
  221. update_tgsi_samplers( struct softpipe_context *softpipe )
  222. {
  223.    unsigned i, sh;
  224.  
  225.    set_shader_sampler(softpipe, PIPE_SHADER_VERTEX,
  226.                       softpipe->vs->max_sampler);
  227.    set_shader_sampler(softpipe, PIPE_SHADER_FRAGMENT,
  228.                       softpipe->fs_variant->info.file_max[TGSI_FILE_SAMPLER]);
  229.    if (softpipe->gs) {
  230.       set_shader_sampler(softpipe, PIPE_SHADER_GEOMETRY,
  231.                          softpipe->gs->max_sampler);
  232.    }
  233.  
  234.    /* XXX is this really necessary here??? */
  235.    for (sh = 0; sh < Elements(softpipe->tex_cache); sh++) {
  236.       for (i = 0; i < PIPE_MAX_SAMPLERS; i++) {
  237.          struct softpipe_tex_tile_cache *tc = softpipe->tex_cache[sh][i];
  238.          if (tc && tc->texture) {
  239.             struct softpipe_resource *spt = softpipe_resource(tc->texture);
  240.             if (spt->timestamp != tc->timestamp) {
  241.                sp_tex_tile_cache_validate_texture( tc );
  242.                /*
  243.                  _debug_printf("INV %d %d\n", tc->timestamp, spt->timestamp);
  244.                */
  245.                tc->timestamp = spt->timestamp;
  246.             }
  247.          }
  248.       }
  249.    }
  250. }
  251.  
  252.  
  253. static void
  254. update_fragment_shader(struct softpipe_context *softpipe, unsigned prim)
  255. {
  256.    struct sp_fragment_shader_variant_key key;
  257.  
  258.    memset(&key, 0, sizeof(key));
  259.  
  260.    if (prim == PIPE_PRIM_TRIANGLES)
  261.       key.polygon_stipple = softpipe->rasterizer->poly_stipple_enable;
  262.  
  263.    if (softpipe->fs) {
  264.       softpipe->fs_variant = softpipe_find_fs_variant(softpipe,
  265.                                                       softpipe->fs, &key);
  266.  
  267.       /* prepare the TGSI interpreter for FS execution */
  268.       softpipe->fs_variant->prepare(softpipe->fs_variant,
  269.                                     softpipe->fs_machine,
  270.                                     (struct tgsi_sampler *) softpipe->
  271.                                     tgsi.sampler[PIPE_SHADER_FRAGMENT]);
  272.    }
  273.    else {
  274.       softpipe->fs_variant = NULL;
  275.    }
  276.  
  277.    /* This would be the logical place to pass the fragment shader
  278.     * to the draw module.  However, doing this here, during state
  279.     * validation, causes problems with the 'draw' module helpers for
  280.     * wide/AA/stippled lines.
  281.     * In principle, the draw's fragment shader should be per-variant
  282.     * but that doesn't work.  So we use a single draw fragment shader
  283.     * per fragment shader, not per variant.
  284.     */
  285. #if 0
  286.    if (softpipe->fs_variant) {
  287.       draw_bind_fragment_shader(softpipe->draw,
  288.                                 softpipe->fs_variant->draw_shader);
  289.    }
  290.    else {
  291.       draw_bind_fragment_shader(softpipe->draw, NULL);
  292.    }
  293. #endif
  294. }
  295.  
  296.  
  297. /**
  298.  * This should be called when the polygon stipple pattern changes.
  299.  * We create a new texture from the stipple pattern and create a new
  300.  * sampler view.
  301.  */
  302. static void
  303. update_polygon_stipple_pattern(struct softpipe_context *softpipe)
  304. {
  305.    struct pipe_resource *tex;
  306.    struct pipe_sampler_view *view;
  307.  
  308.    tex = util_pstipple_create_stipple_texture(&softpipe->pipe,
  309.                                               softpipe->poly_stipple.stipple);
  310.    pipe_resource_reference(&softpipe->pstipple.texture, tex);
  311.    pipe_resource_reference(&tex, NULL);
  312.  
  313.    view = util_pstipple_create_sampler_view(&softpipe->pipe,
  314.                                             softpipe->pstipple.texture);
  315.    pipe_sampler_view_reference(&softpipe->pstipple.sampler_view, view);
  316.    pipe_sampler_view_reference(&view, NULL);
  317. }
  318.  
  319.  
  320. /**
  321.  * Should be called when polygon stipple is enabled/disabled or when
  322.  * the fragment shader changes.
  323.  * We add/update the fragment sampler and sampler views to sample from
  324.  * the polygon stipple texture.  The texture unit that we use depends on
  325.  * the fragment shader (we need to use a unit not otherwise used by the
  326.  * shader).
  327.  */
  328. static void
  329. update_polygon_stipple_enable(struct softpipe_context *softpipe, unsigned prim)
  330. {
  331.    if (prim == PIPE_PRIM_TRIANGLES &&
  332.        softpipe->fs_variant->key.polygon_stipple) {
  333.       const unsigned unit = softpipe->fs_variant->stipple_sampler_unit;
  334.  
  335.       /* sampler state */
  336.       softpipe->samplers[PIPE_SHADER_FRAGMENT][unit] = softpipe->pstipple.sampler;
  337.  
  338.       /* sampler view state */
  339.       softpipe_set_sampler_views(&softpipe->pipe, PIPE_SHADER_FRAGMENT,
  340.                                  unit, 1, &softpipe->pstipple.sampler_view);
  341.  
  342.       softpipe->dirty |= SP_NEW_SAMPLER;
  343.    }
  344. }
  345.  
  346.  
  347. /* Hopefully this will remain quite simple, otherwise need to pull in
  348.  * something like the state tracker mechanism.
  349.  */
  350. void
  351. softpipe_update_derived(struct softpipe_context *softpipe, unsigned prim)
  352. {
  353.    struct softpipe_screen *sp_screen = softpipe_screen(softpipe->pipe.screen);
  354.  
  355.    /* Check for updated textures.
  356.     */
  357.    if (softpipe->tex_timestamp != sp_screen->timestamp) {
  358.       softpipe->tex_timestamp = sp_screen->timestamp;
  359.       softpipe->dirty |= SP_NEW_TEXTURE;
  360.    }
  361.  
  362. #if DO_PSTIPPLE_IN_HELPER_MODULE
  363.    if (softpipe->dirty & SP_NEW_STIPPLE)
  364.       /* before updating samplers! */
  365.       update_polygon_stipple_pattern(softpipe);
  366. #endif
  367.  
  368.    if (softpipe->dirty & (SP_NEW_RASTERIZER |
  369.                           SP_NEW_FS))
  370.       update_fragment_shader(softpipe, prim);
  371.  
  372. #if DO_PSTIPPLE_IN_HELPER_MODULE
  373.    if (softpipe->dirty & (SP_NEW_RASTERIZER |
  374.                           SP_NEW_STIPPLE |
  375.                           SP_NEW_FS))
  376.       update_polygon_stipple_enable(softpipe, prim);
  377. #endif
  378.  
  379.    /* TODO: this looks suboptimal */
  380.    if (softpipe->dirty & (SP_NEW_SAMPLER |
  381.                           SP_NEW_TEXTURE |
  382.                           SP_NEW_FS |
  383.                           SP_NEW_VS))
  384.       update_tgsi_samplers( softpipe );
  385.  
  386.    if (softpipe->dirty & (SP_NEW_RASTERIZER |
  387.                           SP_NEW_FS |
  388.                           SP_NEW_VS))
  389.       invalidate_vertex_layout( softpipe );
  390.  
  391.    if (softpipe->dirty & (SP_NEW_SCISSOR |
  392.                           SP_NEW_RASTERIZER |
  393.                           SP_NEW_FRAMEBUFFER))
  394.       compute_cliprect(softpipe);
  395.  
  396.    if (softpipe->dirty & (SP_NEW_BLEND |
  397.                           SP_NEW_DEPTH_STENCIL_ALPHA |
  398.                           SP_NEW_FRAMEBUFFER |
  399.                           SP_NEW_FS))
  400.       sp_build_quad_pipeline(softpipe);
  401.  
  402.    softpipe->dirty = 0;
  403. }
  404.