299 lines
11 KiB
C
299 lines
11 KiB
C
/**************************************************************************
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*
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* Copyright 2003 VMware, Inc.
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* All Rights Reserved.
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*
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* Permission is hereby granted, free of charge, to any person obtaining a
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* copy of this software and associated documentation files (the
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* "Software"), to deal in the Software without restriction, including
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* without limitation the rights to use, copy, modify, merge, publish,
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* distribute, sub license, and/or sell copies of the Software, and to
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* permit persons to whom the Software is furnished to do so, subject to
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* the following conditions:
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*
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* The above copyright notice and this permission notice (including the
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* next paragraph) shall be included in all copies or substantial portions
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* of the Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
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* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
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* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT.
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* IN NO EVENT SHALL VMWARE AND/OR ITS SUPPLIERS BE LIABLE FOR
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* ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
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* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
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* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
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*
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**************************************************************************/
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#include "util/u_math.h"
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#include "util/u_memory.h"
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#include "pipe/p_shader_tokens.h"
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#include "draw/draw_context.h"
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#include "draw/draw_vertex.h"
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#include "draw/draw_private.h"
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#include "lp_context.h"
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#include "lp_screen.h"
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#include "lp_setup.h"
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#include "lp_state.h"
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/**
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* The vertex info describes how to convert the post-transformed vertices
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* (simple float[][4]) used by the 'draw' module into vertices for
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* rasterization.
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*
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* This function validates the vertex layout.
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*/
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static void
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compute_vertex_info(struct llvmpipe_context *llvmpipe)
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{
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const struct tgsi_shader_info *fsInfo = &llvmpipe->fs->info.base;
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struct vertex_info *vinfo = &llvmpipe->vertex_info;
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int vs_index;
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uint i;
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draw_prepare_shader_outputs(llvmpipe->draw);
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/*
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* Those can't actually be 0 (because pos is always at 0).
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* But use ints anyway to avoid confusion (in vs outputs, they
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* can very well be at pos 0).
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*/
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llvmpipe->color_slot[0] = -1;
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llvmpipe->color_slot[1] = -1;
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llvmpipe->bcolor_slot[0] = -1;
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llvmpipe->bcolor_slot[1] = -1;
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llvmpipe->viewport_index_slot = -1;
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llvmpipe->layer_slot = -1;
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llvmpipe->face_slot = -1;
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llvmpipe->psize_slot = -1;
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/*
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* Match FS inputs against VS outputs, emitting the necessary
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* attributes. Could cache these structs and look them up with a
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* combination of fragment shader, vertex shader ids.
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*/
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vinfo->num_attribs = 0;
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vs_index = draw_find_shader_output(llvmpipe->draw,
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TGSI_SEMANTIC_POSITION, 0);
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draw_emit_vertex_attr(vinfo, EMIT_4F, vs_index);
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for (i = 0; i < fsInfo->num_inputs; i++) {
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/*
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* Search for each input in current vs output:
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*/
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vs_index = draw_find_shader_output(llvmpipe->draw,
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fsInfo->input_semantic_name[i],
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fsInfo->input_semantic_index[i]);
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if (fsInfo->input_semantic_name[i] == TGSI_SEMANTIC_COLOR &&
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fsInfo->input_semantic_index[i] < 2) {
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int idx = fsInfo->input_semantic_index[i];
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llvmpipe->color_slot[idx] = (int)vinfo->num_attribs;
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}
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if (fsInfo->input_semantic_name[i] == TGSI_SEMANTIC_FACE) {
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llvmpipe->face_slot = (int)vinfo->num_attribs;
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draw_emit_vertex_attr(vinfo, EMIT_4F, vs_index);
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/*
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* For vp index and layer, if the fs requires them but the vs doesn't
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* provide them, draw (vbuf) will give us the required 0 (slot -1).
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* (This means in this case we'll also use those slots in setup, which
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* isn't necessary but they'll contain the correct (0) value.)
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*/
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} else if (fsInfo->input_semantic_name[i] ==
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TGSI_SEMANTIC_VIEWPORT_INDEX) {
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llvmpipe->viewport_index_slot = (int)vinfo->num_attribs;
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draw_emit_vertex_attr(vinfo, EMIT_4F, vs_index);
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} else if (fsInfo->input_semantic_name[i] == TGSI_SEMANTIC_LAYER) {
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llvmpipe->layer_slot = (int)vinfo->num_attribs;
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draw_emit_vertex_attr(vinfo, EMIT_4F, vs_index);
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} else {
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/*
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* Note that we'd actually want to skip position (as we won't use
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* the attribute in the fs) but can't. The reason is that we don't
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* actually have an input/output map for setup (even though it looks
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* like we do...). Could adjust for this though even without a map
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* (in llvmpipe_create_fs_state()).
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*/
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draw_emit_vertex_attr(vinfo, EMIT_4F, vs_index);
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}
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}
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/* Figure out if we need bcolor as well.
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*/
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for (i = 0; i < 2; i++) {
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vs_index = draw_find_shader_output(llvmpipe->draw,
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TGSI_SEMANTIC_BCOLOR, i);
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if (vs_index >= 0) {
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llvmpipe->bcolor_slot[i] = (int)vinfo->num_attribs;
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draw_emit_vertex_attr(vinfo, EMIT_4F, vs_index);
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}
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}
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/* Figure out if we need pointsize as well.
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*/
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vs_index = draw_find_shader_output(llvmpipe->draw,
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TGSI_SEMANTIC_PSIZE, 0);
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if (vs_index >= 0) {
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llvmpipe->psize_slot = (int)vinfo->num_attribs;
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draw_emit_vertex_attr(vinfo, EMIT_4F, vs_index);
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}
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/* Figure out if we need viewport index (if it wasn't already in fs input) */
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if (llvmpipe->viewport_index_slot < 0) {
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vs_index = draw_find_shader_output(llvmpipe->draw,
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TGSI_SEMANTIC_VIEWPORT_INDEX,
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0);
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if (vs_index >= 0) {
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llvmpipe->viewport_index_slot =(int)vinfo->num_attribs;
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draw_emit_vertex_attr(vinfo, EMIT_4F, vs_index);
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}
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}
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/* Figure out if we need layer (if it wasn't already in fs input) */
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if (llvmpipe->layer_slot < 0) {
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vs_index = draw_find_shader_output(llvmpipe->draw,
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TGSI_SEMANTIC_LAYER,
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0);
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if (vs_index >= 0) {
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llvmpipe->layer_slot = (int)vinfo->num_attribs;
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draw_emit_vertex_attr(vinfo, EMIT_4F, vs_index);
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}
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}
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draw_compute_vertex_size(vinfo);
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lp_setup_set_vertex_info(llvmpipe->setup, vinfo);
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}
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/**
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* Handle state changes.
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* Called just prior to drawing anything (pipe::draw_arrays(), etc).
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*
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* Hopefully this will remain quite simple, otherwise need to pull in
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* something like the gallium frontend mechanism.
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*/
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void llvmpipe_update_derived( struct llvmpipe_context *llvmpipe )
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{
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struct llvmpipe_screen *lp_screen = llvmpipe_screen(llvmpipe->pipe.screen);
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/* Check for updated textures.
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*/
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if (llvmpipe->tex_timestamp != lp_screen->timestamp) {
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llvmpipe->tex_timestamp = lp_screen->timestamp;
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llvmpipe->dirty |= LP_NEW_SAMPLER_VIEW;
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}
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/* This needs LP_NEW_RASTERIZER because of draw_prepare_shader_outputs(). */
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if (llvmpipe->dirty & (LP_NEW_RASTERIZER |
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LP_NEW_FS |
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LP_NEW_GS |
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LP_NEW_TCS |
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LP_NEW_TES |
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LP_NEW_VS))
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compute_vertex_info(llvmpipe);
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if (llvmpipe->dirty & (LP_NEW_FS |
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LP_NEW_FRAMEBUFFER |
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LP_NEW_BLEND |
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LP_NEW_SCISSOR |
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LP_NEW_DEPTH_STENCIL_ALPHA |
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LP_NEW_RASTERIZER |
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LP_NEW_SAMPLER |
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LP_NEW_SAMPLER_VIEW |
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LP_NEW_OCCLUSION_QUERY))
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llvmpipe_update_fs(llvmpipe);
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if (llvmpipe->dirty & (LP_NEW_FS |
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LP_NEW_FRAMEBUFFER |
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LP_NEW_RASTERIZER |
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LP_NEW_SAMPLE_MASK |
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LP_NEW_DEPTH_STENCIL_ALPHA)) {
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/*
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* Rasterization is disabled if there is no pixel shader and
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* both depth and stencil testing are disabled:
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* http://msdn.microsoft.com/en-us/library/windows/desktop/bb205125
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* FIXME: set rasterizer_discard in state tracker instead.
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*/
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boolean null_fs = !llvmpipe->fs ||
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llvmpipe->fs->info.base.num_instructions <= 1;
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boolean discard =
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(llvmpipe->sample_mask) == 0 ||
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(llvmpipe->rasterizer ? llvmpipe->rasterizer->rasterizer_discard : FALSE) ||
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(null_fs &&
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!llvmpipe->depth_stencil->depth.enabled &&
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!llvmpipe->depth_stencil->stencil[0].enabled);
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lp_setup_set_rasterizer_discard(llvmpipe->setup, discard);
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}
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if (llvmpipe->dirty & (LP_NEW_FS |
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LP_NEW_FRAMEBUFFER |
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LP_NEW_RASTERIZER))
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llvmpipe_update_setup( llvmpipe );
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if (llvmpipe->dirty & LP_NEW_SAMPLE_MASK)
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lp_setup_set_sample_mask(llvmpipe->setup, llvmpipe->sample_mask);
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if (llvmpipe->dirty & LP_NEW_BLEND_COLOR)
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lp_setup_set_blend_color(llvmpipe->setup,
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&llvmpipe->blend_color);
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if (llvmpipe->dirty & LP_NEW_SCISSOR)
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lp_setup_set_scissors(llvmpipe->setup, llvmpipe->scissors);
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if (llvmpipe->dirty & LP_NEW_DEPTH_STENCIL_ALPHA) {
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lp_setup_set_alpha_ref_value(llvmpipe->setup,
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llvmpipe->depth_stencil->alpha.ref_value);
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lp_setup_set_stencil_ref_values(llvmpipe->setup,
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llvmpipe->stencil_ref.ref_value);
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}
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if (llvmpipe->dirty & LP_NEW_FS_CONSTANTS)
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lp_setup_set_fs_constants(llvmpipe->setup,
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ARRAY_SIZE(llvmpipe->constants[PIPE_SHADER_FRAGMENT]),
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llvmpipe->constants[PIPE_SHADER_FRAGMENT]);
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if (llvmpipe->dirty & LP_NEW_FS_SSBOS)
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lp_setup_set_fs_ssbos(llvmpipe->setup,
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ARRAY_SIZE(llvmpipe->ssbos[PIPE_SHADER_FRAGMENT]),
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llvmpipe->ssbos[PIPE_SHADER_FRAGMENT]);
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if (llvmpipe->dirty & LP_NEW_FS_IMAGES)
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lp_setup_set_fs_images(llvmpipe->setup,
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ARRAY_SIZE(llvmpipe->images[PIPE_SHADER_FRAGMENT]),
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llvmpipe->images[PIPE_SHADER_FRAGMENT]);
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if (llvmpipe->dirty & (LP_NEW_SAMPLER_VIEW))
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lp_setup_set_fragment_sampler_views(llvmpipe->setup,
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llvmpipe->num_sampler_views[PIPE_SHADER_FRAGMENT],
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llvmpipe->sampler_views[PIPE_SHADER_FRAGMENT]);
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if (llvmpipe->dirty & (LP_NEW_SAMPLER))
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lp_setup_set_fragment_sampler_state(llvmpipe->setup,
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llvmpipe->num_samplers[PIPE_SHADER_FRAGMENT],
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llvmpipe->samplers[PIPE_SHADER_FRAGMENT]);
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if (llvmpipe->dirty & LP_NEW_VIEWPORT) {
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/*
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* Update setup and fragment's view of the active viewport state.
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*
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* XXX TODO: It is possible to only loop over the active viewports
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* instead of all viewports (PIPE_MAX_VIEWPORTS).
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*/
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lp_setup_set_viewports(llvmpipe->setup,
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PIPE_MAX_VIEWPORTS,
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llvmpipe->viewports);
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}
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llvmpipe->dirty = 0;
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}
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