f88a7fda60d76a0d5d7ef4041abb85533ee23cf5
[mesa.git] / src / gallium / drivers / softpipe / sp_state_derived.c
1 /**************************************************************************
2 *
3 * Copyright 2003 Tungsten Graphics, Inc., Cedar Park, Texas.
4 * All Rights Reserved.
5 *
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:
13 *
14 * The above copyright notice and this permission notice (including the
15 * next paragraph) shall be included in all copies or substantial portions
16 * of the Software.
17 *
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.
25 *
26 **************************************************************************/
27
28 #include "util/u_inlines.h"
29 #include "util/u_math.h"
30 #include "util/u_memory.h"
31 #include "util/u_pstipple.h"
32 #include "pipe/p_shader_tokens.h"
33 #include "draw/draw_context.h"
34 #include "draw/draw_vertex.h"
35 #include "sp_context.h"
36 #include "sp_screen.h"
37 #include "sp_state.h"
38 #include "sp_texture.h"
39 #include "sp_tex_tile_cache.h"
40
41
42 /**
43 * Mark the current vertex layout as "invalid".
44 * We'll validate the vertex layout later, when we start to actually
45 * render a point or line or tri.
46 */
47 static void
48 invalidate_vertex_layout(struct softpipe_context *softpipe)
49 {
50 softpipe->vertex_info.num_attribs = 0;
51 }
52
53
54 /**
55 * The vertex info describes how to convert the post-transformed vertices
56 * (simple float[][4]) used by the 'draw' module into vertices for
57 * rasterization.
58 *
59 * This function validates the vertex layout and returns a pointer to a
60 * vertex_info object.
61 */
62 struct vertex_info *
63 softpipe_get_vertex_info(struct softpipe_context *softpipe)
64 {
65 struct vertex_info *vinfo = &softpipe->vertex_info;
66
67 if (vinfo->num_attribs == 0) {
68 /* compute vertex layout now */
69 const struct tgsi_shader_info *fsInfo = &softpipe->fs_variant->info;
70 struct vertex_info *vinfo_vbuf = &softpipe->vertex_info_vbuf;
71 const uint num = draw_num_shader_outputs(softpipe->draw);
72 uint i;
73
74 /* Tell draw_vbuf to simply emit the whole post-xform vertex
75 * as-is. No longer any need to try and emit draw vertex_header
76 * info.
77 */
78 vinfo_vbuf->num_attribs = 0;
79 for (i = 0; i < num; i++) {
80 draw_emit_vertex_attr(vinfo_vbuf, EMIT_4F, INTERP_PERSPECTIVE, i);
81 }
82 draw_compute_vertex_size(vinfo_vbuf);
83
84 /*
85 * Loop over fragment shader inputs, searching for the matching output
86 * from the vertex shader.
87 */
88 vinfo->num_attribs = 0;
89 for (i = 0; i < fsInfo->num_inputs; i++) {
90 int src;
91 enum interp_mode interp = INTERP_LINEAR;
92
93 switch (fsInfo->input_interpolate[i]) {
94 case TGSI_INTERPOLATE_CONSTANT:
95 interp = INTERP_CONSTANT;
96 break;
97 case TGSI_INTERPOLATE_LINEAR:
98 interp = INTERP_LINEAR;
99 break;
100 case TGSI_INTERPOLATE_PERSPECTIVE:
101 interp = INTERP_PERSPECTIVE;
102 break;
103 case TGSI_INTERPOLATE_COLOR:
104 assert(fsInfo->input_semantic_name[i] == TGSI_SEMANTIC_COLOR);
105 break;
106 default:
107 assert(0);
108 }
109
110 switch (fsInfo->input_semantic_name[i]) {
111 case TGSI_SEMANTIC_POSITION:
112 interp = INTERP_POS;
113 break;
114
115 case TGSI_SEMANTIC_COLOR:
116 if (fsInfo->input_interpolate[i] == TGSI_INTERPOLATE_COLOR) {
117 if (softpipe->rasterizer->flatshade)
118 interp = INTERP_CONSTANT;
119 else
120 interp = INTERP_PERSPECTIVE;
121 }
122 break;
123 }
124
125 /* this includes texcoords and varying vars */
126 src = draw_find_shader_output(softpipe->draw,
127 fsInfo->input_semantic_name[i],
128 fsInfo->input_semantic_index[i]);
129 if (fsInfo->input_semantic_name[i] == TGSI_SEMANTIC_COLOR && src == 0)
130 /* try and find a bcolor */
131 src = draw_find_shader_output(softpipe->draw,
132 TGSI_SEMANTIC_BCOLOR, fsInfo->input_semantic_index[i]);
133
134 draw_emit_vertex_attr(vinfo, EMIT_4F, interp, src);
135 }
136
137 softpipe->psize_slot = draw_find_shader_output(softpipe->draw,
138 TGSI_SEMANTIC_PSIZE, 0);
139 if (softpipe->psize_slot > 0) {
140 draw_emit_vertex_attr(vinfo, EMIT_4F, INTERP_CONSTANT,
141 softpipe->psize_slot);
142 }
143
144 draw_compute_vertex_size(vinfo);
145 }
146
147 return vinfo;
148 }
149
150
151 /**
152 * Called from vbuf module.
153 *
154 * Note that there's actually two different vertex layouts in softpipe.
155 *
156 * The normal one is computed in softpipe_get_vertex_info() above and is
157 * used by the point/line/tri "setup" code.
158 *
159 * The other one (this one) is only used by the vbuf module (which is
160 * not normally used by default but used in testing). For the vbuf module,
161 * we basically want to pass-through the draw module's vertex layout as-is.
162 * When the softpipe vbuf code begins drawing, the normal vertex layout
163 * will come into play again.
164 */
165 struct vertex_info *
166 softpipe_get_vbuf_vertex_info(struct softpipe_context *softpipe)
167 {
168 (void) softpipe_get_vertex_info(softpipe);
169 return &softpipe->vertex_info_vbuf;
170 }
171
172
173 /**
174 * Recompute cliprect from scissor bounds, scissor enable and surface size.
175 */
176 static void
177 compute_cliprect(struct softpipe_context *sp)
178 {
179 /* SP_NEW_FRAMEBUFFER
180 */
181 uint surfWidth = sp->framebuffer.width;
182 uint surfHeight = sp->framebuffer.height;
183
184 /* SP_NEW_RASTERIZER
185 */
186 if (sp->rasterizer->scissor) {
187
188 /* SP_NEW_SCISSOR
189 *
190 * clip to scissor rect:
191 */
192 sp->cliprect.minx = MAX2(sp->scissor.minx, 0);
193 sp->cliprect.miny = MAX2(sp->scissor.miny, 0);
194 sp->cliprect.maxx = MIN2(sp->scissor.maxx, surfWidth);
195 sp->cliprect.maxy = MIN2(sp->scissor.maxy, surfHeight);
196 }
197 else {
198 /* clip to surface bounds */
199 sp->cliprect.minx = 0;
200 sp->cliprect.miny = 0;
201 sp->cliprect.maxx = surfWidth;
202 sp->cliprect.maxy = surfHeight;
203 }
204 }
205
206
207 static void
208 update_tgsi_samplers( struct softpipe_context *softpipe )
209 {
210 unsigned i, sh;
211
212 softpipe_reset_sampler_variants( softpipe );
213
214 for (sh = 0; sh < Elements(softpipe->tex_cache); sh++) {
215 for (i = 0; i < PIPE_MAX_SAMPLERS; i++) {
216 struct softpipe_tex_tile_cache *tc = softpipe->tex_cache[sh][i];
217 if (tc && tc->texture) {
218 struct softpipe_resource *spt = softpipe_resource(tc->texture);
219 if (spt->timestamp != tc->timestamp) {
220 sp_tex_tile_cache_validate_texture( tc );
221 /*
222 _debug_printf("INV %d %d\n", tc->timestamp, spt->timestamp);
223 */
224 tc->timestamp = spt->timestamp;
225 }
226 }
227 }
228 }
229 }
230
231
232 static void
233 update_fragment_shader(struct softpipe_context *softpipe, unsigned prim)
234 {
235 struct sp_fragment_shader_variant_key key;
236
237 memset(&key, 0, sizeof(key));
238
239 if (prim == PIPE_PRIM_TRIANGLES)
240 key.polygon_stipple = softpipe->rasterizer->poly_stipple_enable;
241
242 if (softpipe->fs) {
243 softpipe->fs_variant = softpipe_find_fs_variant(softpipe,
244 softpipe->fs, &key);
245 }
246 else {
247 softpipe->fs_variant = NULL;
248 }
249
250 /* This would be the logical place to pass the fragment shader
251 * to the draw module. However, doing this here, during state
252 * validation, causes problems with the 'draw' module helpers for
253 * wide/AA/stippled lines.
254 * In principle, the draw's fragment shader should be per-variant
255 * but that doesn't work. So we use a single draw fragment shader
256 * per fragment shader, not per variant.
257 */
258 #if 0
259 if (softpipe->fs_variant) {
260 draw_bind_fragment_shader(softpipe->draw,
261 softpipe->fs_variant->draw_shader);
262 }
263 else {
264 draw_bind_fragment_shader(softpipe->draw, NULL);
265 }
266 #endif
267 }
268
269
270 /**
271 * This should be called when the polygon stipple pattern changes.
272 * We create a new texture from the stipple pattern and create a new
273 * sampler view.
274 */
275 static void
276 update_polygon_stipple_pattern(struct softpipe_context *softpipe)
277 {
278 struct pipe_resource *tex;
279 struct pipe_sampler_view *view;
280
281 tex = util_pstipple_create_stipple_texture(&softpipe->pipe,
282 softpipe->poly_stipple.stipple);
283 pipe_resource_reference(&softpipe->pstipple.texture, tex);
284 pipe_resource_reference(&tex, NULL);
285
286 view = util_pstipple_create_sampler_view(&softpipe->pipe,
287 softpipe->pstipple.texture);
288 pipe_sampler_view_reference(&softpipe->pstipple.sampler_view, view);
289 pipe_sampler_view_reference(&view, NULL);
290 }
291
292
293 /**
294 * Should be called when polygon stipple is enabled/disabled or when
295 * the fragment shader changes.
296 * We add/update the fragment sampler and sampler views to sample from
297 * the polygon stipple texture. The texture unit that we use depends on
298 * the fragment shader (we need to use a unit not otherwise used by the
299 * shader).
300 */
301 static void
302 update_polygon_stipple_enable(struct softpipe_context *softpipe, unsigned prim)
303 {
304 if (prim == PIPE_PRIM_TRIANGLES &&
305 softpipe->fs_variant->key.polygon_stipple) {
306 const unsigned unit = softpipe->fs_variant->stipple_sampler_unit;
307
308 assert(unit >= softpipe->num_samplers[PIPE_SHADER_FRAGMENT]);
309
310 /* sampler state */
311 softpipe->samplers[PIPE_SHADER_FRAGMENT][unit] = softpipe->pstipple.sampler;
312
313 /* sampler view */
314 pipe_sampler_view_reference(&softpipe->sampler_views[PIPE_SHADER_FRAGMENT][unit],
315 softpipe->pstipple.sampler_view);
316
317 sp_tex_tile_cache_set_sampler_view(softpipe->tex_cache[PIPE_SHADER_FRAGMENT][unit],
318 softpipe->pstipple.sampler_view);
319
320 softpipe->dirty |= SP_NEW_SAMPLER;
321 }
322 }
323
324
325 /* Hopefully this will remain quite simple, otherwise need to pull in
326 * something like the state tracker mechanism.
327 */
328 void
329 softpipe_update_derived(struct softpipe_context *softpipe, unsigned prim)
330 {
331 struct softpipe_screen *sp_screen = softpipe_screen(softpipe->pipe.screen);
332
333 /* Check for updated textures.
334 */
335 if (softpipe->tex_timestamp != sp_screen->timestamp) {
336 softpipe->tex_timestamp = sp_screen->timestamp;
337 softpipe->dirty |= SP_NEW_TEXTURE;
338 }
339
340 #if DO_PSTIPPLE_IN_HELPER_MODULE
341 if (softpipe->dirty & SP_NEW_STIPPLE)
342 /* before updating samplers! */
343 update_polygon_stipple_pattern(softpipe);
344 #endif
345
346 if (softpipe->dirty & (SP_NEW_RASTERIZER |
347 SP_NEW_FS))
348 update_fragment_shader(softpipe, prim);
349
350 #if DO_PSTIPPLE_IN_HELPER_MODULE
351 if (softpipe->dirty & (SP_NEW_RASTERIZER |
352 SP_NEW_STIPPLE |
353 SP_NEW_FS))
354 update_polygon_stipple_enable(softpipe, prim);
355 #endif
356
357 if (softpipe->dirty & (SP_NEW_SAMPLER |
358 SP_NEW_TEXTURE |
359 SP_NEW_FS |
360 SP_NEW_VS))
361 update_tgsi_samplers( softpipe );
362
363 if (softpipe->dirty & (SP_NEW_RASTERIZER |
364 SP_NEW_FS |
365 SP_NEW_VS))
366 invalidate_vertex_layout( softpipe );
367
368 if (softpipe->dirty & (SP_NEW_SCISSOR |
369 SP_NEW_RASTERIZER |
370 SP_NEW_FRAMEBUFFER))
371 compute_cliprect(softpipe);
372
373 if (softpipe->dirty & (SP_NEW_BLEND |
374 SP_NEW_DEPTH_STENCIL_ALPHA |
375 SP_NEW_FRAMEBUFFER |
376 SP_NEW_FS))
377 sp_build_quad_pipeline(softpipe);
378
379 softpipe->dirty = 0;
380 }