llvmpipe: Don't waste time interpolating unused input channels.
[mesa.git] / src / gallium / drivers / llvmpipe / lp_state_derived.c
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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_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 struct lp_shader_input inputs[1 + PIPE_MAX_SHADER_INPUTS];
54 unsigned vs_index;
55 uint i;
56
57 /*
58 * Match FS inputs against VS outputs, emitting the necessary attributes.
59 */
60
61 vinfo->num_attribs = 0;
62
63 vs_index = draw_find_shader_output(llvmpipe->draw,
64 TGSI_SEMANTIC_POSITION,
65 0);
66
67 draw_emit_vertex_attr(vinfo, EMIT_4F, INTERP_PERSPECTIVE, vs_index);
68
69 for (i = 0; i < lpfs->info.num_inputs; i++) {
70 /*
71 * Search for each input in current vs output:
72 */
73
74 vs_index = draw_find_shader_output(llvmpipe->draw,
75 lpfs->info.input_semantic_name[i],
76 lpfs->info.input_semantic_index[i]);
77
78 /* This can be pre-computed, except for flatshade:
79 */
80 inputs[i].usage_mask = lpfs->info.input_usage_mask[i];
81 switch (lpfs->info.input_semantic_name[i]) {
82 case TGSI_SEMANTIC_FACE:
83 inputs[i].interp = LP_INTERP_FACING;
84 break;
85 case TGSI_SEMANTIC_POSITION:
86 /* Position was already emitted above
87 */
88 inputs[i].interp = LP_INTERP_POSITION;
89 inputs[i].src_index = 0;
90 continue;
91 case TGSI_SEMANTIC_COLOR:
92 /* Colors are linearly inputs[i].interpolated in the fragment shader
93 * even when flatshading is active. This just tells the
94 * setup module to use coefficients with ddx==0 and
95 * ddy==0.
96 */
97 if (llvmpipe->rasterizer->flatshade)
98 inputs[i].interp = LP_INTERP_CONSTANT;
99 else
100 inputs[i].interp = LP_INTERP_LINEAR;
101 break;
102
103 default:
104 switch (lpfs->info.input_interpolate[i]) {
105 case TGSI_INTERPOLATE_CONSTANT:
106 inputs[i].interp = LP_INTERP_CONSTANT;
107 break;
108 case TGSI_INTERPOLATE_LINEAR:
109 inputs[i].interp = LP_INTERP_LINEAR;
110 break;
111 case TGSI_INTERPOLATE_PERSPECTIVE:
112 inputs[i].interp = LP_INTERP_PERSPECTIVE;
113 break;
114 default:
115 assert(0);
116 break;
117 }
118 }
119
120 /*
121 * Emit the requested fs attribute for all but position.
122 */
123
124 inputs[i].src_index = vinfo->num_attribs;
125 draw_emit_vertex_attr(vinfo, EMIT_4F, INTERP_PERSPECTIVE, vs_index);
126 }
127
128 draw_compute_vertex_size(vinfo);
129
130 lp_setup_set_vertex_info(llvmpipe->setup, vinfo);
131
132 lp_setup_set_fs_inputs(llvmpipe->setup,
133 inputs,
134 lpfs->info.num_inputs);
135 }
136
137
138 /**
139 * Handle state changes.
140 * Called just prior to drawing anything (pipe::draw_arrays(), etc).
141 *
142 * Hopefully this will remain quite simple, otherwise need to pull in
143 * something like the state tracker mechanism.
144 */
145 void llvmpipe_update_derived( struct llvmpipe_context *llvmpipe )
146 {
147 struct llvmpipe_screen *lp_screen = llvmpipe_screen(llvmpipe->pipe.screen);
148
149 /* Check for updated textures.
150 */
151 if (llvmpipe->tex_timestamp != lp_screen->timestamp) {
152 llvmpipe->tex_timestamp = lp_screen->timestamp;
153 llvmpipe->dirty |= LP_NEW_SAMPLER_VIEW;
154 }
155
156 if (llvmpipe->dirty & (LP_NEW_RASTERIZER |
157 LP_NEW_FS |
158 LP_NEW_VS))
159 compute_vertex_info( llvmpipe );
160
161 if (llvmpipe->dirty & (LP_NEW_FS |
162 LP_NEW_BLEND |
163 LP_NEW_SCISSOR |
164 LP_NEW_DEPTH_STENCIL_ALPHA |
165 LP_NEW_RASTERIZER |
166 LP_NEW_SAMPLER |
167 LP_NEW_SAMPLER_VIEW |
168 LP_NEW_QUERY))
169 llvmpipe_update_fs( llvmpipe );
170
171 if (llvmpipe->dirty & LP_NEW_BLEND_COLOR)
172 lp_setup_set_blend_color(llvmpipe->setup,
173 &llvmpipe->blend_color);
174
175 if (llvmpipe->dirty & LP_NEW_SCISSOR)
176 lp_setup_set_scissor(llvmpipe->setup, &llvmpipe->scissor);
177
178 if (llvmpipe->dirty & LP_NEW_DEPTH_STENCIL_ALPHA) {
179 lp_setup_set_alpha_ref_value(llvmpipe->setup,
180 llvmpipe->depth_stencil->alpha.ref_value);
181 lp_setup_set_stencil_ref_values(llvmpipe->setup,
182 llvmpipe->stencil_ref.ref_value);
183 }
184
185 if (llvmpipe->dirty & LP_NEW_CONSTANTS)
186 lp_setup_set_fs_constants(llvmpipe->setup,
187 llvmpipe->constants[PIPE_SHADER_FRAGMENT]);
188
189 if (llvmpipe->dirty & LP_NEW_SAMPLER_VIEW)
190 lp_setup_set_fragment_sampler_views(llvmpipe->setup,
191 llvmpipe->num_fragment_sampler_views,
192 llvmpipe->fragment_sampler_views);
193
194 llvmpipe->dirty = 0;
195 }
196