| /************************************************************************** |
| * |
| * Copyright 2003 Tungsten Graphics, Inc., Cedar Park, Texas. |
| * 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 TUNGSTEN GRAPHICS 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_math.h" |
| #include "util/u_memory.h" |
| #include "pipe/p_shader_tokens.h" |
| #include "draw/draw_context.h" |
| #include "draw/draw_vertex.h" |
| #include "draw/draw_private.h" |
| #include "lp_context.h" |
| #include "lp_screen.h" |
| #include "lp_setup.h" |
| #include "lp_state.h" |
| |
| |
| |
| /** |
| * 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 |
| compute_vertex_info(struct llvmpipe_context *llvmpipe) |
| { |
| const struct lp_fragment_shader *lpfs = llvmpipe->fs; |
| struct vertex_info *vinfo = &llvmpipe->vertex_info; |
| unsigned vs_index; |
| uint i; |
| |
| llvmpipe->color_slot[0] = -1; |
| llvmpipe->color_slot[1] = -1; |
| llvmpipe->bcolor_slot[0] = -1; |
| llvmpipe->bcolor_slot[1] = -1; |
| |
| /* |
| * Match FS inputs against VS outputs, emitting the necessary |
| * attributes. Could cache these structs and look them up with a |
| * combination of fragment shader, vertex shader ids. |
| */ |
| |
| vinfo->num_attribs = 0; |
| |
| vs_index = draw_find_shader_output(llvmpipe->draw, |
| TGSI_SEMANTIC_POSITION, |
| 0); |
| |
| draw_emit_vertex_attr(vinfo, EMIT_4F, INTERP_PERSPECTIVE, vs_index); |
| |
| for (i = 0; i < lpfs->info.base.num_inputs; i++) { |
| /* |
| * Search for each input in current vs output: |
| */ |
| |
| vs_index = draw_find_shader_output(llvmpipe->draw, |
| lpfs->info.base.input_semantic_name[i], |
| lpfs->info.base.input_semantic_index[i]); |
| |
| if (lpfs->info.base.input_semantic_name[i] == TGSI_SEMANTIC_COLOR && |
| lpfs->info.base.input_semantic_index[i] < 2) { |
| int idx = lpfs->info.base.input_semantic_index[i]; |
| llvmpipe->color_slot[idx] = (int)vinfo->num_attribs; |
| } |
| |
| /* |
| * Emit the requested fs attribute for all but position. |
| */ |
| draw_emit_vertex_attr(vinfo, EMIT_4F, INTERP_PERSPECTIVE, vs_index); |
| } |
| |
| /* Figure out if we need bcolor as well. |
| */ |
| for (i = 0; i < 2; i++) { |
| vs_index = draw_find_shader_output(llvmpipe->draw, |
| TGSI_SEMANTIC_BCOLOR, i); |
| |
| if (vs_index > 0) { |
| llvmpipe->bcolor_slot[i] = (int)vinfo->num_attribs; |
| draw_emit_vertex_attr(vinfo, EMIT_4F, INTERP_PERSPECTIVE, vs_index); |
| } |
| } |
| |
| |
| /* Figure out if we need pointsize as well. |
| */ |
| vs_index = draw_find_shader_output(llvmpipe->draw, |
| TGSI_SEMANTIC_PSIZE, 0); |
| |
| if (vs_index > 0) { |
| llvmpipe->psize_slot = vinfo->num_attribs; |
| draw_emit_vertex_attr(vinfo, EMIT_4F, INTERP_CONSTANT, vs_index); |
| } |
| |
| draw_compute_vertex_size(vinfo); |
| lp_setup_set_vertex_info(llvmpipe->setup, vinfo); |
| } |
| |
| |
| /** |
| * Handle state changes. |
| * Called just prior to drawing anything (pipe::draw_arrays(), etc). |
| * |
| * Hopefully this will remain quite simple, otherwise need to pull in |
| * something like the state tracker mechanism. |
| */ |
| void llvmpipe_update_derived( struct llvmpipe_context *llvmpipe ) |
| { |
| struct llvmpipe_screen *lp_screen = llvmpipe_screen(llvmpipe->pipe.screen); |
| |
| /* Check for updated textures. |
| */ |
| if (llvmpipe->tex_timestamp != lp_screen->timestamp) { |
| llvmpipe->tex_timestamp = lp_screen->timestamp; |
| llvmpipe->dirty |= LP_NEW_SAMPLER_VIEW; |
| } |
| |
| if (llvmpipe->dirty & (LP_NEW_RASTERIZER | |
| LP_NEW_FS | |
| LP_NEW_VS)) |
| compute_vertex_info( llvmpipe ); |
| |
| if (llvmpipe->dirty & (LP_NEW_FS | |
| LP_NEW_BLEND | |
| LP_NEW_SCISSOR | |
| LP_NEW_DEPTH_STENCIL_ALPHA | |
| LP_NEW_RASTERIZER | |
| LP_NEW_SAMPLER | |
| LP_NEW_SAMPLER_VIEW | |
| LP_NEW_QUERY)) |
| llvmpipe_update_fs( llvmpipe ); |
| |
| if (llvmpipe->dirty & (LP_NEW_FS | |
| LP_NEW_RASTERIZER)) |
| llvmpipe_update_setup( llvmpipe ); |
| |
| if (llvmpipe->dirty & LP_NEW_BLEND_COLOR) |
| lp_setup_set_blend_color(llvmpipe->setup, |
| &llvmpipe->blend_color); |
| |
| if (llvmpipe->dirty & LP_NEW_SCISSOR) |
| lp_setup_set_scissor(llvmpipe->setup, &llvmpipe->scissor); |
| |
| if (llvmpipe->dirty & LP_NEW_DEPTH_STENCIL_ALPHA) { |
| lp_setup_set_alpha_ref_value(llvmpipe->setup, |
| llvmpipe->depth_stencil->alpha.ref_value); |
| lp_setup_set_stencil_ref_values(llvmpipe->setup, |
| llvmpipe->stencil_ref.ref_value); |
| } |
| |
| if (llvmpipe->dirty & LP_NEW_CONSTANTS) |
| lp_setup_set_fs_constants(llvmpipe->setup, |
| llvmpipe->constants[PIPE_SHADER_FRAGMENT][0]); |
| |
| if (llvmpipe->dirty & (LP_NEW_SAMPLER_VIEW)) |
| lp_setup_set_fragment_sampler_views(llvmpipe->setup, |
| llvmpipe->num_sampler_views[PIPE_SHADER_FRAGMENT], |
| llvmpipe->sampler_views[PIPE_SHADER_FRAGMENT]); |
| |
| if (llvmpipe->dirty & (LP_NEW_SAMPLER)) |
| lp_setup_set_fragment_sampler_state(llvmpipe->setup, |
| llvmpipe->num_samplers[PIPE_SHADER_FRAGMENT], |
| llvmpipe->samplers[PIPE_SHADER_FRAGMENT]); |
| |
| llvmpipe->dirty = 0; |
| } |
| |