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
]);
79 * This can happen with sprite coordinates - the vertex
80 * shader doesn't need to provide an output as we generate
81 * them internally. However, lets keep pretending that there
82 * is something there to not confuse other code.
87 /* This can be pre-computed, except for flatshade:
89 inputs
[i
].usage_mask
= lpfs
->info
.input_usage_mask
[i
];
91 switch (lpfs
->info
.input_interpolate
[i
]) {
92 case TGSI_INTERPOLATE_CONSTANT
:
93 inputs
[i
].interp
= LP_INTERP_CONSTANT
;
95 case TGSI_INTERPOLATE_LINEAR
:
96 inputs
[i
].interp
= LP_INTERP_LINEAR
;
98 case TGSI_INTERPOLATE_PERSPECTIVE
:
99 inputs
[i
].interp
= LP_INTERP_PERSPECTIVE
;
106 switch (lpfs
->info
.input_semantic_name
[i
]) {
107 case TGSI_SEMANTIC_FACE
:
108 inputs
[i
].interp
= LP_INTERP_FACING
;
110 case TGSI_SEMANTIC_POSITION
:
111 /* Position was already emitted above
113 inputs
[i
].interp
= LP_INTERP_POSITION
;
114 inputs
[i
].src_index
= 0;
116 case TGSI_SEMANTIC_COLOR
:
117 /* Colors are linearly inputs[i].interpolated in the fragment shader
118 * even when flatshading is active. This just tells the
119 * setup module to use coefficients with ddx==0 and
122 if (llvmpipe
->rasterizer
->flatshade
)
123 inputs
[i
].interp
= LP_INTERP_CONSTANT
;
131 * Emit the requested fs attribute for all but position.
134 inputs
[i
].src_index
= vinfo
->num_attribs
;
135 draw_emit_vertex_attr(vinfo
, EMIT_4F
, INTERP_PERSPECTIVE
, vs_index
);
138 /* Figure out if we need pointsize as well.
140 vs_index
= draw_find_shader_output(llvmpipe
->draw
,
141 TGSI_SEMANTIC_PSIZE
, 0);
144 llvmpipe
->psize_slot
= vinfo
->num_attribs
;
145 draw_emit_vertex_attr(vinfo
, EMIT_4F
, INTERP_CONSTANT
, vs_index
);
148 llvmpipe
->num_inputs
= lpfs
->info
.num_inputs
;
150 draw_compute_vertex_size(vinfo
);
152 lp_setup_set_vertex_info(llvmpipe
->setup
, vinfo
);
154 lp_setup_set_fs_inputs(llvmpipe
->setup
,
156 lpfs
->info
.num_inputs
);
161 * Handle state changes.
162 * Called just prior to drawing anything (pipe::draw_arrays(), etc).
164 * Hopefully this will remain quite simple, otherwise need to pull in
165 * something like the state tracker mechanism.
167 void llvmpipe_update_derived( struct llvmpipe_context
*llvmpipe
)
169 struct llvmpipe_screen
*lp_screen
= llvmpipe_screen(llvmpipe
->pipe
.screen
);
171 /* Check for updated textures.
173 if (llvmpipe
->tex_timestamp
!= lp_screen
->timestamp
) {
174 llvmpipe
->tex_timestamp
= lp_screen
->timestamp
;
175 llvmpipe
->dirty
|= LP_NEW_SAMPLER_VIEW
;
178 if (llvmpipe
->dirty
& (LP_NEW_RASTERIZER
|
181 compute_vertex_info( llvmpipe
);
183 if (llvmpipe
->dirty
& (LP_NEW_FS
|
186 LP_NEW_DEPTH_STENCIL_ALPHA
|
189 LP_NEW_SAMPLER_VIEW
|
191 llvmpipe_update_fs( llvmpipe
);
193 if (llvmpipe
->dirty
& LP_NEW_BLEND_COLOR
)
194 lp_setup_set_blend_color(llvmpipe
->setup
,
195 &llvmpipe
->blend_color
);
197 if (llvmpipe
->dirty
& LP_NEW_SCISSOR
)
198 lp_setup_set_scissor(llvmpipe
->setup
, &llvmpipe
->scissor
);
200 if (llvmpipe
->dirty
& LP_NEW_DEPTH_STENCIL_ALPHA
) {
201 lp_setup_set_alpha_ref_value(llvmpipe
->setup
,
202 llvmpipe
->depth_stencil
->alpha
.ref_value
);
203 lp_setup_set_stencil_ref_values(llvmpipe
->setup
,
204 llvmpipe
->stencil_ref
.ref_value
);
207 if (llvmpipe
->dirty
& LP_NEW_CONSTANTS
)
208 lp_setup_set_fs_constants(llvmpipe
->setup
,
209 llvmpipe
->constants
[PIPE_SHADER_FRAGMENT
][0]);
211 if (llvmpipe
->dirty
& LP_NEW_SAMPLER_VIEW
)
212 lp_setup_set_fragment_sampler_views(llvmpipe
->setup
,
213 llvmpipe
->num_fragment_sampler_views
,
214 llvmpipe
->fragment_sampler_views
);