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
[1 + PIPE_MAX_SHADER_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 switch (lpfs
->info
.input_semantic_name
[i
]) {
81 case TGSI_SEMANTIC_FACE
:
82 inputs
[i
].interp
= LP_INTERP_FACING
;
84 case TGSI_SEMANTIC_POSITION
:
85 /* Position was already emitted above
87 inputs
[i
].interp
= LP_INTERP_POSITION
;
88 inputs
[i
].src_index
= 0;
90 case TGSI_SEMANTIC_COLOR
:
91 /* Colors are linearly inputs[i].interpolated in the fragment shader
92 * even when flatshading is active. This just tells the
93 * setup module to use coefficients with ddx==0 and
96 if (llvmpipe
->rasterizer
->flatshade
)
97 inputs
[i
].interp
= LP_INTERP_CONSTANT
;
99 inputs
[i
].interp
= LP_INTERP_LINEAR
;
103 switch (lpfs
->info
.input_interpolate
[i
]) {
104 case TGSI_INTERPOLATE_CONSTANT
:
105 inputs
[i
].interp
= LP_INTERP_CONSTANT
;
107 case TGSI_INTERPOLATE_LINEAR
:
108 inputs
[i
].interp
= LP_INTERP_LINEAR
;
110 case TGSI_INTERPOLATE_PERSPECTIVE
:
111 inputs
[i
].interp
= LP_INTERP_PERSPECTIVE
;
120 * Emit the requested fs attribute for all but position.
123 inputs
[i
].src_index
= vinfo
->num_attribs
;
124 draw_emit_vertex_attr(vinfo
, EMIT_4F
, INTERP_PERSPECTIVE
, vs_index
);
127 draw_compute_vertex_size(vinfo
);
129 lp_setup_set_vertex_info(llvmpipe
->setup
, vinfo
);
131 lp_setup_set_fs_inputs(llvmpipe
->setup
,
133 lpfs
->info
.num_inputs
);
138 * Handle state changes.
139 * Called just prior to drawing anything (pipe::draw_arrays(), etc).
141 * Hopefully this will remain quite simple, otherwise need to pull in
142 * something like the state tracker mechanism.
144 void llvmpipe_update_derived( struct llvmpipe_context
*llvmpipe
)
146 struct llvmpipe_screen
*lp_screen
= llvmpipe_screen(llvmpipe
->pipe
.screen
);
148 /* Check for updated textures.
150 if (llvmpipe
->tex_timestamp
!= lp_screen
->timestamp
) {
151 llvmpipe
->tex_timestamp
= lp_screen
->timestamp
;
152 llvmpipe
->dirty
|= LP_NEW_SAMPLER_VIEW
;
155 if (llvmpipe
->dirty
& (LP_NEW_RASTERIZER
|
158 compute_vertex_info( llvmpipe
);
160 if (llvmpipe
->dirty
& (LP_NEW_FS
|
163 LP_NEW_DEPTH_STENCIL_ALPHA
|
166 LP_NEW_SAMPLER_VIEW
))
167 llvmpipe_update_fs( llvmpipe
);
169 if (llvmpipe
->dirty
& LP_NEW_BLEND_COLOR
)
170 lp_setup_set_blend_color(llvmpipe
->setup
,
171 &llvmpipe
->blend_color
);
173 if (llvmpipe
->dirty
& LP_NEW_SCISSOR
)
174 lp_setup_set_scissor(llvmpipe
->setup
, &llvmpipe
->scissor
);
176 if (llvmpipe
->dirty
& LP_NEW_DEPTH_STENCIL_ALPHA
) {
177 lp_setup_set_alpha_ref_value(llvmpipe
->setup
,
178 llvmpipe
->depth_stencil
->alpha
.ref_value
);
179 lp_setup_set_stencil_ref_values(llvmpipe
->setup
,
180 llvmpipe
->stencil_ref
.ref_value
);
183 if (llvmpipe
->dirty
& LP_NEW_CONSTANTS
)
184 lp_setup_set_fs_constants(llvmpipe
->setup
,
185 llvmpipe
->constants
[PIPE_SHADER_FRAGMENT
]);
187 if (llvmpipe
->dirty
& LP_NEW_SAMPLER_VIEW
)
188 lp_setup_set_fragment_sampler_views(llvmpipe
->setup
,
189 llvmpipe
->num_fragment_sampler_views
,
190 llvmpipe
->fragment_sampler_views
);