1 /**************************************************************************
3 * Copyright 2003 VMware, Inc.
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 VMWARE 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_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"
38 #include "sp_texture.h"
39 #include "sp_tex_sample.h"
40 #include "sp_tex_tile_cache.h"
44 * Mark the current vertex layout as "invalid".
45 * We'll validate the vertex layout later, when we start to actually
46 * render a point or line or tri.
49 invalidate_vertex_layout(struct softpipe_context
*softpipe
)
51 softpipe
->vertex_info
.num_attribs
= 0;
56 * The vertex info describes how to convert the post-transformed vertices
57 * (simple float[][4]) used by the 'draw' module into vertices for
60 * This function validates the vertex layout and returns a pointer to a
64 softpipe_get_vertex_info(struct softpipe_context
*softpipe
)
66 struct vertex_info
*vinfo
= &softpipe
->vertex_info
;
68 if (vinfo
->num_attribs
== 0) {
69 /* compute vertex layout now */
70 const struct tgsi_shader_info
*fsInfo
= &softpipe
->fs_variant
->info
;
71 struct vertex_info
*vinfo_vbuf
= &softpipe
->vertex_info_vbuf
;
72 const uint num
= draw_num_shader_outputs(softpipe
->draw
);
75 /* Tell draw_vbuf to simply emit the whole post-xform vertex
76 * as-is. No longer any need to try and emit draw vertex_header
79 vinfo_vbuf
->num_attribs
= 0;
80 for (i
= 0; i
< num
; i
++) {
81 draw_emit_vertex_attr(vinfo_vbuf
, EMIT_4F
, INTERP_PERSPECTIVE
, i
);
83 draw_compute_vertex_size(vinfo_vbuf
);
86 * Loop over fragment shader inputs, searching for the matching output
87 * from the vertex shader.
89 vinfo
->num_attribs
= 0;
90 for (i
= 0; i
< fsInfo
->num_inputs
; i
++) {
92 enum interp_mode interp
= INTERP_LINEAR
;
94 switch (fsInfo
->input_interpolate
[i
]) {
95 case TGSI_INTERPOLATE_CONSTANT
:
96 interp
= INTERP_CONSTANT
;
98 case TGSI_INTERPOLATE_LINEAR
:
99 interp
= INTERP_LINEAR
;
101 case TGSI_INTERPOLATE_PERSPECTIVE
:
102 interp
= INTERP_PERSPECTIVE
;
104 case TGSI_INTERPOLATE_COLOR
:
105 assert(fsInfo
->input_semantic_name
[i
] == TGSI_SEMANTIC_COLOR
);
111 switch (fsInfo
->input_semantic_name
[i
]) {
112 case TGSI_SEMANTIC_POSITION
:
116 case TGSI_SEMANTIC_COLOR
:
117 if (fsInfo
->input_interpolate
[i
] == TGSI_INTERPOLATE_COLOR
) {
118 if (softpipe
->rasterizer
->flatshade
)
119 interp
= INTERP_CONSTANT
;
121 interp
= INTERP_PERSPECTIVE
;
126 /* this includes texcoords and varying vars */
127 src
= draw_find_shader_output(softpipe
->draw
,
128 fsInfo
->input_semantic_name
[i
],
129 fsInfo
->input_semantic_index
[i
]);
130 if (fsInfo
->input_semantic_name
[i
] == TGSI_SEMANTIC_COLOR
&& src
== -1)
131 /* try and find a bcolor */
132 src
= draw_find_shader_output(softpipe
->draw
,
133 TGSI_SEMANTIC_BCOLOR
, fsInfo
->input_semantic_index
[i
]);
135 draw_emit_vertex_attr(vinfo
, EMIT_4F
, interp
, src
);
138 softpipe
->psize_slot
= draw_find_shader_output(softpipe
->draw
,
139 TGSI_SEMANTIC_PSIZE
, 0);
140 if (softpipe
->psize_slot
>= 0) {
141 draw_emit_vertex_attr(vinfo
, EMIT_4F
, INTERP_CONSTANT
,
142 softpipe
->psize_slot
);
145 softpipe
->layer_slot
= draw_find_shader_output(softpipe
->draw
,
146 TGSI_SEMANTIC_LAYER
, 0);
147 if (softpipe
->layer_slot
>= 0) {
148 draw_emit_vertex_attr(vinfo
, EMIT_4F
, INTERP_CONSTANT
, softpipe
->layer_slot
);
151 draw_compute_vertex_size(vinfo
);
159 * Called from vbuf module.
161 * Note that there's actually two different vertex layouts in softpipe.
163 * The normal one is computed in softpipe_get_vertex_info() above and is
164 * used by the point/line/tri "setup" code.
166 * The other one (this one) is only used by the vbuf module (which is
167 * not normally used by default but used in testing). For the vbuf module,
168 * we basically want to pass-through the draw module's vertex layout as-is.
169 * When the softpipe vbuf code begins drawing, the normal vertex layout
170 * will come into play again.
173 softpipe_get_vbuf_vertex_info(struct softpipe_context
*softpipe
)
175 (void) softpipe_get_vertex_info(softpipe
);
176 return &softpipe
->vertex_info_vbuf
;
181 * Recompute cliprect from scissor bounds, scissor enable and surface size.
184 compute_cliprect(struct softpipe_context
*sp
)
186 /* SP_NEW_FRAMEBUFFER
188 uint surfWidth
= sp
->framebuffer
.width
;
189 uint surfHeight
= sp
->framebuffer
.height
;
193 if (sp
->rasterizer
->scissor
) {
197 * clip to scissor rect:
199 sp
->cliprect
.minx
= MAX2(sp
->scissor
.minx
, 0);
200 sp
->cliprect
.miny
= MAX2(sp
->scissor
.miny
, 0);
201 sp
->cliprect
.maxx
= MIN2(sp
->scissor
.maxx
, surfWidth
);
202 sp
->cliprect
.maxy
= MIN2(sp
->scissor
.maxy
, surfHeight
);
205 /* clip to surface bounds */
206 sp
->cliprect
.minx
= 0;
207 sp
->cliprect
.miny
= 0;
208 sp
->cliprect
.maxx
= surfWidth
;
209 sp
->cliprect
.maxy
= surfHeight
;
215 set_shader_sampler(struct softpipe_context
*softpipe
,
220 for (i
= 0; i
<= max_sampler
; i
++) {
221 softpipe
->tgsi
.sampler
[shader
]->sp_sampler
[i
] =
222 (struct sp_sampler
*)(softpipe
->samplers
[shader
][i
]);
227 update_tgsi_samplers( struct softpipe_context
*softpipe
)
231 set_shader_sampler(softpipe
, PIPE_SHADER_VERTEX
,
232 softpipe
->vs
->max_sampler
);
233 set_shader_sampler(softpipe
, PIPE_SHADER_FRAGMENT
,
234 softpipe
->fs_variant
->info
.file_max
[TGSI_FILE_SAMPLER
]);
236 set_shader_sampler(softpipe
, PIPE_SHADER_GEOMETRY
,
237 softpipe
->gs
->max_sampler
);
240 /* XXX is this really necessary here??? */
241 for (sh
= 0; sh
< Elements(softpipe
->tex_cache
); sh
++) {
242 for (i
= 0; i
< PIPE_MAX_SAMPLERS
; i
++) {
243 struct softpipe_tex_tile_cache
*tc
= softpipe
->tex_cache
[sh
][i
];
244 if (tc
&& tc
->texture
) {
245 struct softpipe_resource
*spt
= softpipe_resource(tc
->texture
);
246 if (spt
->timestamp
!= tc
->timestamp
) {
247 sp_tex_tile_cache_validate_texture( tc
);
249 _debug_printf("INV %d %d\n", tc->timestamp, spt->timestamp);
251 tc
->timestamp
= spt
->timestamp
;
260 update_fragment_shader(struct softpipe_context
*softpipe
, unsigned prim
)
262 struct sp_fragment_shader_variant_key key
;
264 memset(&key
, 0, sizeof(key
));
266 if (prim
== PIPE_PRIM_TRIANGLES
)
267 key
.polygon_stipple
= softpipe
->rasterizer
->poly_stipple_enable
;
270 softpipe
->fs_variant
= softpipe_find_fs_variant(softpipe
,
273 /* prepare the TGSI interpreter for FS execution */
274 softpipe
->fs_variant
->prepare(softpipe
->fs_variant
,
275 softpipe
->fs_machine
,
276 (struct tgsi_sampler
*) softpipe
->
277 tgsi
.sampler
[PIPE_SHADER_FRAGMENT
]);
280 softpipe
->fs_variant
= NULL
;
283 /* This would be the logical place to pass the fragment shader
284 * to the draw module. However, doing this here, during state
285 * validation, causes problems with the 'draw' module helpers for
286 * wide/AA/stippled lines.
287 * In principle, the draw's fragment shader should be per-variant
288 * but that doesn't work. So we use a single draw fragment shader
289 * per fragment shader, not per variant.
292 if (softpipe
->fs_variant
) {
293 draw_bind_fragment_shader(softpipe
->draw
,
294 softpipe
->fs_variant
->draw_shader
);
297 draw_bind_fragment_shader(softpipe
->draw
, NULL
);
304 * This should be called when the polygon stipple pattern changes.
305 * We create a new texture from the stipple pattern and create a new
309 update_polygon_stipple_pattern(struct softpipe_context
*softpipe
)
311 struct pipe_resource
*tex
;
312 struct pipe_sampler_view
*view
;
314 tex
= util_pstipple_create_stipple_texture(&softpipe
->pipe
,
315 softpipe
->poly_stipple
.stipple
);
316 pipe_resource_reference(&softpipe
->pstipple
.texture
, tex
);
317 pipe_resource_reference(&tex
, NULL
);
319 view
= util_pstipple_create_sampler_view(&softpipe
->pipe
,
320 softpipe
->pstipple
.texture
);
321 pipe_sampler_view_reference(&softpipe
->pstipple
.sampler_view
, view
);
322 pipe_sampler_view_reference(&view
, NULL
);
327 * Should be called when polygon stipple is enabled/disabled or when
328 * the fragment shader changes.
329 * We add/update the fragment sampler and sampler views to sample from
330 * the polygon stipple texture. The texture unit that we use depends on
331 * the fragment shader (we need to use a unit not otherwise used by the
335 update_polygon_stipple_enable(struct softpipe_context
*softpipe
, unsigned prim
)
337 if (prim
== PIPE_PRIM_TRIANGLES
&&
338 softpipe
->fs_variant
->key
.polygon_stipple
) {
339 const unsigned unit
= softpipe
->fs_variant
->stipple_sampler_unit
;
342 softpipe
->samplers
[PIPE_SHADER_FRAGMENT
][unit
] = softpipe
->pstipple
.sampler
;
344 /* sampler view state */
345 softpipe_set_sampler_views(&softpipe
->pipe
, PIPE_SHADER_FRAGMENT
,
346 unit
, 1, &softpipe
->pstipple
.sampler_view
);
348 softpipe
->dirty
|= SP_NEW_SAMPLER
;
353 /* Hopefully this will remain quite simple, otherwise need to pull in
354 * something like the state tracker mechanism.
357 softpipe_update_derived(struct softpipe_context
*softpipe
, unsigned prim
)
359 struct softpipe_screen
*sp_screen
= softpipe_screen(softpipe
->pipe
.screen
);
361 /* Check for updated textures.
363 if (softpipe
->tex_timestamp
!= sp_screen
->timestamp
) {
364 softpipe
->tex_timestamp
= sp_screen
->timestamp
;
365 softpipe
->dirty
|= SP_NEW_TEXTURE
;
368 #if DO_PSTIPPLE_IN_HELPER_MODULE
369 if (softpipe
->dirty
& SP_NEW_STIPPLE
)
370 /* before updating samplers! */
371 update_polygon_stipple_pattern(softpipe
);
374 if (softpipe
->dirty
& (SP_NEW_RASTERIZER
|
376 update_fragment_shader(softpipe
, prim
);
378 #if DO_PSTIPPLE_IN_HELPER_MODULE
379 if (softpipe
->dirty
& (SP_NEW_RASTERIZER
|
382 update_polygon_stipple_enable(softpipe
, prim
);
385 /* TODO: this looks suboptimal */
386 if (softpipe
->dirty
& (SP_NEW_SAMPLER
|
390 update_tgsi_samplers( softpipe
);
392 if (softpipe
->dirty
& (SP_NEW_RASTERIZER
|
395 invalidate_vertex_layout( softpipe
);
397 if (softpipe
->dirty
& (SP_NEW_SCISSOR
|
400 compute_cliprect(softpipe
);
402 if (softpipe
->dirty
& (SP_NEW_BLEND
|
403 SP_NEW_DEPTH_STENCIL_ALPHA
|
407 sp_build_quad_pipeline(softpipe
);