r300: Zero-initialize register for NV_vertex_program
[mesa.git] / src / gallium / drivers / llvmpipe / lp_state_derived.c
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2 *
3 * Copyright 2003 Tungsten Graphics, Inc., Cedar Park, Texas.
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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_tex_cache.h"
37 #include "lp_state.h"
38
39
40 /**
41 * Mark the current vertex layout as "invalid".
42 * We'll validate the vertex layout later, when we start to actually
43 * render a point or line or tri.
44 */
45 static void
46 invalidate_vertex_layout(struct llvmpipe_context *llvmpipe)
47 {
48 llvmpipe->vertex_info.num_attribs = 0;
49 }
50
51
52 /**
53 * The vertex info describes how to convert the post-transformed vertices
54 * (simple float[][4]) used by the 'draw' module into vertices for
55 * rasterization.
56 *
57 * This function validates the vertex layout and returns a pointer to a
58 * vertex_info object.
59 */
60 struct vertex_info *
61 llvmpipe_get_vertex_info(struct llvmpipe_context *llvmpipe)
62 {
63 struct vertex_info *vinfo = &llvmpipe->vertex_info;
64
65 if (vinfo->num_attribs == 0) {
66 /* compute vertex layout now */
67 const struct lp_fragment_shader *lpfs = llvmpipe->fs;
68 const enum interp_mode colorInterp
69 = llvmpipe->rasterizer->flatshade ? INTERP_CONSTANT : INTERP_LINEAR;
70 uint i;
71
72 if (llvmpipe->vbuf) {
73 /* if using the post-transform vertex buffer, tell draw_vbuf to
74 * simply emit the whole post-xform vertex as-is:
75 */
76 struct vertex_info *vinfo_vbuf = &llvmpipe->vertex_info_vbuf;
77 const uint num = draw_num_vs_outputs(llvmpipe->draw);
78 uint i;
79
80 /* No longer any need to try and emit draw vertex_header info.
81 */
82 vinfo_vbuf->num_attribs = 0;
83 for (i = 0; i < num; i++) {
84 draw_emit_vertex_attr(vinfo_vbuf, EMIT_4F, INTERP_PERSPECTIVE, i);
85 }
86 draw_compute_vertex_size(vinfo_vbuf);
87 }
88
89 /*
90 * Loop over fragment shader inputs, searching for the matching output
91 * from the vertex shader.
92 */
93 vinfo->num_attribs = 0;
94 for (i = 0; i < lpfs->info.num_inputs; i++) {
95 int src;
96 switch (lpfs->info.input_semantic_name[i]) {
97 case TGSI_SEMANTIC_POSITION:
98 src = draw_find_vs_output(llvmpipe->draw,
99 TGSI_SEMANTIC_POSITION, 0);
100 draw_emit_vertex_attr(vinfo, EMIT_4F, INTERP_POS, src);
101 break;
102
103 case TGSI_SEMANTIC_COLOR:
104 src = draw_find_vs_output(llvmpipe->draw, TGSI_SEMANTIC_COLOR,
105 lpfs->info.input_semantic_index[i]);
106 draw_emit_vertex_attr(vinfo, EMIT_4F, colorInterp, src);
107 break;
108
109 case TGSI_SEMANTIC_FOG:
110 src = draw_find_vs_output(llvmpipe->draw, TGSI_SEMANTIC_FOG, 0);
111 draw_emit_vertex_attr(vinfo, EMIT_4F, INTERP_PERSPECTIVE, src);
112 break;
113
114 case TGSI_SEMANTIC_GENERIC:
115 case TGSI_SEMANTIC_FACE:
116 /* this includes texcoords and varying vars */
117 src = draw_find_vs_output(llvmpipe->draw, TGSI_SEMANTIC_GENERIC,
118 lpfs->info.input_semantic_index[i]);
119 draw_emit_vertex_attr(vinfo, EMIT_4F, INTERP_PERSPECTIVE, src);
120 break;
121
122 default:
123 assert(0);
124 }
125 }
126
127 llvmpipe->psize_slot = draw_find_vs_output(llvmpipe->draw,
128 TGSI_SEMANTIC_PSIZE, 0);
129 if (llvmpipe->psize_slot > 0) {
130 draw_emit_vertex_attr(vinfo, EMIT_4F, INTERP_CONSTANT,
131 llvmpipe->psize_slot);
132 }
133
134 draw_compute_vertex_size(vinfo);
135 }
136
137 return vinfo;
138 }
139
140
141 /**
142 * Called from vbuf module.
143 *
144 * Note that there's actually two different vertex layouts in llvmpipe.
145 *
146 * The normal one is computed in llvmpipe_get_vertex_info() above and is
147 * used by the point/line/tri "setup" code.
148 *
149 * The other one (this one) is only used by the vbuf module (which is
150 * not normally used by default but used in testing). For the vbuf module,
151 * we basically want to pass-through the draw module's vertex layout as-is.
152 * When the llvmpipe vbuf code begins drawing, the normal vertex layout
153 * will come into play again.
154 */
155 struct vertex_info *
156 llvmpipe_get_vbuf_vertex_info(struct llvmpipe_context *llvmpipe)
157 {
158 (void) llvmpipe_get_vertex_info(llvmpipe);
159 return &llvmpipe->vertex_info_vbuf;
160 }
161
162
163 /**
164 * Recompute cliprect from scissor bounds, scissor enable and surface size.
165 */
166 static void
167 compute_cliprect(struct llvmpipe_context *lp)
168 {
169 /* LP_NEW_FRAMEBUFFER
170 */
171 uint surfWidth = lp->framebuffer.width;
172 uint surfHeight = lp->framebuffer.height;
173
174 /* LP_NEW_RASTERIZER
175 */
176 if (lp->rasterizer->scissor) {
177
178 /* LP_NEW_SCISSOR
179 *
180 * clip to scissor rect:
181 */
182 lp->cliprect.minx = MAX2(lp->scissor.minx, 0);
183 lp->cliprect.miny = MAX2(lp->scissor.miny, 0);
184 lp->cliprect.maxx = MIN2(lp->scissor.maxx, surfWidth);
185 lp->cliprect.maxy = MIN2(lp->scissor.maxy, surfHeight);
186 }
187 else {
188 /* clip to surface bounds */
189 lp->cliprect.minx = 0;
190 lp->cliprect.miny = 0;
191 lp->cliprect.maxx = surfWidth;
192 lp->cliprect.maxy = surfHeight;
193 }
194 }
195
196
197 static void
198 update_tgsi_samplers( struct llvmpipe_context *llvmpipe )
199 {
200 unsigned i;
201
202 /* vertex shader samplers */
203 for (i = 0; i < PIPE_MAX_SAMPLERS; i++) {
204 llvmpipe->tgsi.vert_samplers[i].sampler = llvmpipe->sampler[i];
205 llvmpipe->tgsi.vert_samplers[i].texture = llvmpipe->texture[i];
206 llvmpipe->tgsi.frag_samplers[i].base.get_samples = lp_get_samples;
207 }
208
209 /* fragment shader samplers */
210 for (i = 0; i < PIPE_MAX_SAMPLERS; i++) {
211 llvmpipe->tgsi.frag_samplers[i].sampler = llvmpipe->sampler[i];
212 llvmpipe->tgsi.frag_samplers[i].texture = llvmpipe->texture[i];
213 llvmpipe->tgsi.frag_samplers[i].base.get_samples = lp_get_samples;
214 }
215
216 for (i = 0; i < PIPE_MAX_SAMPLERS; i++) {
217 lp_tex_tile_cache_validate_texture( llvmpipe->tex_cache[i] );
218 }
219
220 llvmpipe->jit_context.samplers = (struct tgsi_sampler **)llvmpipe->tgsi.frag_samplers_list;
221 }
222
223 /* Hopefully this will remain quite simple, otherwise need to pull in
224 * something like the state tracker mechanism.
225 */
226 void llvmpipe_update_derived( struct llvmpipe_context *llvmpipe )
227 {
228 struct llvmpipe_screen *lp_screen = llvmpipe_screen(llvmpipe->pipe.screen);
229
230 /* Check for updated textures.
231 */
232 if (llvmpipe->tex_timestamp != lp_screen->timestamp) {
233 llvmpipe->tex_timestamp = lp_screen->timestamp;
234 llvmpipe->dirty |= LP_NEW_TEXTURE;
235 }
236
237 if (llvmpipe->dirty & (LP_NEW_SAMPLER |
238 LP_NEW_TEXTURE))
239 update_tgsi_samplers( llvmpipe );
240
241 if (llvmpipe->dirty & (LP_NEW_RASTERIZER |
242 LP_NEW_FS |
243 LP_NEW_VS))
244 invalidate_vertex_layout( llvmpipe );
245
246 if (llvmpipe->dirty & (LP_NEW_SCISSOR |
247 LP_NEW_RASTERIZER |
248 LP_NEW_FRAMEBUFFER))
249 compute_cliprect(llvmpipe);
250
251 if (llvmpipe->dirty & (LP_NEW_FS |
252 LP_NEW_BLEND |
253 LP_NEW_DEPTH_STENCIL_ALPHA))
254 llvmpipe_update_fs( llvmpipe );
255
256
257 llvmpipe->dirty = 0;
258 }