1 /**************************************************************************
3 * Copyright 2003 Tungsten Graphics, Inc., Cedar Park, Texas.
6 * Permission is hereby granted, free of charge, to any person obtaining a
7 * copy of this software and associated documentation files (the
8 * "Software"), to deal in the Software without restriction, including
9 * without limitation the rights to use, copy, modify, merge, publish,
10 * distribute, sub license, and/or sell copies of the Software, and to
11 * permit persons to whom the Software is furnished to do so, subject to
12 * the following conditions:
14 * The above copyright notice and this permission notice (including the
15 * next paragraph) shall be included in all copies or substantial portions
18 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
19 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
20 * MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT.
21 * IN NO EVENT SHALL TUNGSTEN GRAPHICS AND/OR ITS SUPPLIERS BE LIABLE FOR
22 * ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
23 * TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
24 * SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
26 **************************************************************************/
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"
42 * The vertex info describes how to convert the post-transformed vertices
43 * (simple float[][4]) used by the 'draw' module into vertices for
46 * This function validates the vertex layout.
49 compute_vertex_info(struct llvmpipe_context
*llvmpipe
)
51 const struct lp_fragment_shader
*lpfs
= llvmpipe
->fs
;
52 struct vertex_info
*vinfo
= &llvmpipe
->vertex_info
;
53 struct lp_shader_input
*inputs
= llvmpipe
->inputs
;
58 * Match FS inputs against VS outputs, emitting the necessary attributes.
61 vinfo
->num_attribs
= 0;
63 vs_index
= draw_find_shader_output(llvmpipe
->draw
,
64 TGSI_SEMANTIC_POSITION
,
67 draw_emit_vertex_attr(vinfo
, EMIT_4F
, INTERP_PERSPECTIVE
, vs_index
);
69 for (i
= 0; i
< lpfs
->info
.num_inputs
; i
++) {
71 * Search for each input in current vs output:
74 vs_index
= draw_find_shader_output(llvmpipe
->draw
,
75 lpfs
->info
.input_semantic_name
[i
],
76 lpfs
->info
.input_semantic_index
[i
]);
78 /* This can be pre-computed, except for flatshade:
80 inputs
[i
].usage_mask
= lpfs
->info
.input_usage_mask
[i
];
82 switch (lpfs
->info
.input_interpolate
[i
]) {
83 case TGSI_INTERPOLATE_CONSTANT
:
84 inputs
[i
].interp
= LP_INTERP_CONSTANT
;
86 case TGSI_INTERPOLATE_LINEAR
:
87 inputs
[i
].interp
= LP_INTERP_LINEAR
;
89 case TGSI_INTERPOLATE_PERSPECTIVE
:
90 inputs
[i
].interp
= LP_INTERP_PERSPECTIVE
;
97 switch (lpfs
->info
.input_semantic_name
[i
]) {
98 case TGSI_SEMANTIC_FACE
:
99 inputs
[i
].interp
= LP_INTERP_FACING
;
101 case TGSI_SEMANTIC_POSITION
:
102 /* Position was already emitted above
104 inputs
[i
].interp
= LP_INTERP_POSITION
;
105 inputs
[i
].src_index
= 0;
107 case TGSI_SEMANTIC_COLOR
:
108 /* Colors are linearly inputs[i].interpolated in the fragment shader
109 * even when flatshading is active. This just tells the
110 * setup module to use coefficients with ddx==0 and
113 if (llvmpipe
->rasterizer
->flatshade
)
114 inputs
[i
].interp
= LP_INTERP_CONSTANT
;
122 * Emit the requested fs attribute for all but position.
125 inputs
[i
].src_index
= vinfo
->num_attribs
;
126 draw_emit_vertex_attr(vinfo
, EMIT_4F
, INTERP_PERSPECTIVE
, vs_index
);
128 llvmpipe
->num_inputs
= lpfs
->info
.num_inputs
;
130 draw_compute_vertex_size(vinfo
);
132 lp_setup_set_vertex_info(llvmpipe
->setup
, vinfo
);
134 lp_setup_set_fs_inputs(llvmpipe
->setup
,
136 lpfs
->info
.num_inputs
);
141 * Handle state changes.
142 * Called just prior to drawing anything (pipe::draw_arrays(), etc).
144 * Hopefully this will remain quite simple, otherwise need to pull in
145 * something like the state tracker mechanism.
147 void llvmpipe_update_derived( struct llvmpipe_context
*llvmpipe
)
149 struct llvmpipe_screen
*lp_screen
= llvmpipe_screen(llvmpipe
->pipe
.screen
);
151 /* Check for updated textures.
153 if (llvmpipe
->tex_timestamp
!= lp_screen
->timestamp
) {
154 llvmpipe
->tex_timestamp
= lp_screen
->timestamp
;
155 llvmpipe
->dirty
|= LP_NEW_SAMPLER_VIEW
;
158 if (llvmpipe
->dirty
& (LP_NEW_RASTERIZER
|
161 compute_vertex_info( llvmpipe
);
163 if (llvmpipe
->dirty
& (LP_NEW_FS
|
166 LP_NEW_DEPTH_STENCIL_ALPHA
|
169 LP_NEW_SAMPLER_VIEW
|
171 llvmpipe_update_fs( llvmpipe
);
173 if (llvmpipe
->dirty
& LP_NEW_BLEND_COLOR
)
174 lp_setup_set_blend_color(llvmpipe
->setup
,
175 &llvmpipe
->blend_color
);
177 if (llvmpipe
->dirty
& LP_NEW_SCISSOR
)
178 lp_setup_set_scissor(llvmpipe
->setup
, &llvmpipe
->scissor
);
180 if (llvmpipe
->dirty
& LP_NEW_DEPTH_STENCIL_ALPHA
) {
181 lp_setup_set_alpha_ref_value(llvmpipe
->setup
,
182 llvmpipe
->depth_stencil
->alpha
.ref_value
);
183 lp_setup_set_stencil_ref_values(llvmpipe
->setup
,
184 llvmpipe
->stencil_ref
.ref_value
);
187 if (llvmpipe
->dirty
& LP_NEW_CONSTANTS
)
188 lp_setup_set_fs_constants(llvmpipe
->setup
,
189 llvmpipe
->constants
[PIPE_SHADER_FRAGMENT
][0]);
191 if (llvmpipe
->dirty
& LP_NEW_SAMPLER_VIEW
)
192 lp_setup_set_fragment_sampler_views(llvmpipe
->setup
,
193 llvmpipe
->num_fragment_sampler_views
,
194 llvmpipe
->fragment_sampler_views
);