ilo: hook up pipe context state functions
[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 unsigned vs_index;
54 uint i;
55
56 llvmpipe->color_slot[0] = -1;
57 llvmpipe->color_slot[1] = -1;
58 llvmpipe->bcolor_slot[0] = -1;
59 llvmpipe->bcolor_slot[1] = -1;
60
61 /*
62 * Match FS inputs against VS outputs, emitting the necessary
63 * attributes. Could cache these structs and look them up with a
64 * combination of fragment shader, vertex shader ids.
65 */
66
67 vinfo->num_attribs = 0;
68
69 vs_index = draw_find_shader_output(llvmpipe->draw,
70 TGSI_SEMANTIC_POSITION,
71 0);
72
73 draw_emit_vertex_attr(vinfo, EMIT_4F, INTERP_PERSPECTIVE, vs_index);
74
75 for (i = 0; i < lpfs->info.base.num_inputs; i++) {
76 /*
77 * Search for each input in current vs output:
78 */
79
80 vs_index = draw_find_shader_output(llvmpipe->draw,
81 lpfs->info.base.input_semantic_name[i],
82 lpfs->info.base.input_semantic_index[i]);
83
84 if (lpfs->info.base.input_semantic_name[i] == TGSI_SEMANTIC_COLOR &&
85 lpfs->info.base.input_semantic_index[i] < 2) {
86 int idx = lpfs->info.base.input_semantic_index[i];
87 llvmpipe->color_slot[idx] = (int)vinfo->num_attribs;
88 }
89
90 /*
91 * Emit the requested fs attribute for all but position.
92 */
93 draw_emit_vertex_attr(vinfo, EMIT_4F, INTERP_PERSPECTIVE, vs_index);
94 }
95
96 /* Figure out if we need bcolor as well.
97 */
98 for (i = 0; i < 2; i++) {
99 vs_index = draw_find_shader_output(llvmpipe->draw,
100 TGSI_SEMANTIC_BCOLOR, i);
101
102 if (vs_index > 0) {
103 llvmpipe->bcolor_slot[i] = (int)vinfo->num_attribs;
104 draw_emit_vertex_attr(vinfo, EMIT_4F, INTERP_PERSPECTIVE, vs_index);
105 }
106 }
107
108
109 /* Figure out if we need pointsize as well.
110 */
111 vs_index = draw_find_shader_output(llvmpipe->draw,
112 TGSI_SEMANTIC_PSIZE, 0);
113
114 if (vs_index > 0) {
115 llvmpipe->psize_slot = vinfo->num_attribs;
116 draw_emit_vertex_attr(vinfo, EMIT_4F, INTERP_CONSTANT, vs_index);
117 }
118
119 draw_compute_vertex_size(vinfo);
120 lp_setup_set_vertex_info(llvmpipe->setup, vinfo);
121 }
122
123
124 /**
125 * Handle state changes.
126 * Called just prior to drawing anything (pipe::draw_arrays(), etc).
127 *
128 * Hopefully this will remain quite simple, otherwise need to pull in
129 * something like the state tracker mechanism.
130 */
131 void llvmpipe_update_derived( struct llvmpipe_context *llvmpipe )
132 {
133 struct llvmpipe_screen *lp_screen = llvmpipe_screen(llvmpipe->pipe.screen);
134
135 /* Check for updated textures.
136 */
137 if (llvmpipe->tex_timestamp != lp_screen->timestamp) {
138 llvmpipe->tex_timestamp = lp_screen->timestamp;
139 llvmpipe->dirty |= LP_NEW_SAMPLER_VIEW;
140 }
141
142 if (llvmpipe->dirty & (LP_NEW_RASTERIZER |
143 LP_NEW_FS |
144 LP_NEW_VS))
145 compute_vertex_info( llvmpipe );
146
147 if (llvmpipe->dirty & (LP_NEW_FS |
148 LP_NEW_FRAMEBUFFER |
149 LP_NEW_BLEND |
150 LP_NEW_SCISSOR |
151 LP_NEW_DEPTH_STENCIL_ALPHA |
152 LP_NEW_RASTERIZER |
153 LP_NEW_SAMPLER |
154 LP_NEW_SAMPLER_VIEW |
155 LP_NEW_OCCLUSION_QUERY))
156 llvmpipe_update_fs( llvmpipe );
157
158 if (llvmpipe->dirty & (LP_NEW_FS |
159 LP_NEW_RASTERIZER))
160 llvmpipe_update_setup( llvmpipe );
161
162 if (llvmpipe->dirty & LP_NEW_BLEND_COLOR)
163 lp_setup_set_blend_color(llvmpipe->setup,
164 &llvmpipe->blend_color);
165
166 if (llvmpipe->dirty & LP_NEW_SCISSOR)
167 lp_setup_set_scissor(llvmpipe->setup, &llvmpipe->scissor);
168
169 if (llvmpipe->dirty & LP_NEW_DEPTH_STENCIL_ALPHA) {
170 lp_setup_set_alpha_ref_value(llvmpipe->setup,
171 llvmpipe->depth_stencil->alpha.ref_value);
172 lp_setup_set_stencil_ref_values(llvmpipe->setup,
173 llvmpipe->stencil_ref.ref_value);
174 }
175
176 if (llvmpipe->dirty & LP_NEW_CONSTANTS)
177 lp_setup_set_fs_constants(llvmpipe->setup,
178 Elements(llvmpipe->constants[PIPE_SHADER_FRAGMENT]),
179 llvmpipe->constants[PIPE_SHADER_FRAGMENT]);
180
181 if (llvmpipe->dirty & (LP_NEW_SAMPLER_VIEW))
182 lp_setup_set_fragment_sampler_views(llvmpipe->setup,
183 llvmpipe->num_sampler_views[PIPE_SHADER_FRAGMENT],
184 llvmpipe->sampler_views[PIPE_SHADER_FRAGMENT]);
185
186 if (llvmpipe->dirty & (LP_NEW_SAMPLER))
187 lp_setup_set_fragment_sampler_state(llvmpipe->setup,
188 llvmpipe->num_samplers[PIPE_SHADER_FRAGMENT],
189 llvmpipe->samplers[PIPE_SHADER_FRAGMENT]);
190
191 llvmpipe->dirty = 0;
192 }
193