draw: nuke the interp parameter from vertex_info
[mesa.git] / src / gallium / drivers / softpipe / sp_state_derived.c
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3 * Copyright 2003 VMware, Inc.
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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_sample.h"
40 #include "sp_tex_tile_cache.h"
41
42
43 /**
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.
47 */
48 static void
49 invalidate_vertex_layout(struct softpipe_context *softpipe)
50 {
51 softpipe->setup_info.valid = 0;
52 }
53
54
55 /**
56 * The vertex info describes how to convert the post-transformed vertices
57 * (simple float[][4]) used by the 'draw' module into vertices for
58 * rasterization.
59 *
60 * This function validates the vertex layout.
61 */
62 static void
63 softpipe_compute_vertex_info(struct softpipe_context *softpipe)
64 {
65 struct sp_setup_info *sinfo = &softpipe->setup_info;
66 int vs_index;
67
68 if (sinfo->valid == 0) {
69 /* compute vertex layout for vbuf 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);
73 uint i;
74
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
77 * info.
78 */
79 vinfo_vbuf->num_attribs = 0;
80 for (i = 0; i < num; i++) {
81 draw_emit_vertex_attr(vinfo_vbuf, EMIT_4F, i);
82 }
83 draw_compute_vertex_size(vinfo_vbuf);
84
85 softpipe->viewport_index_slot = 0;
86 softpipe->layer_slot = 0;
87 softpipe->psize_slot = 0;
88
89 /*
90 * Loop over fragment shader inputs, searching for the matching output
91 * from the vertex shader.
92 */
93 for (i = 0; i < fsInfo->num_inputs; i++) {
94 int src;
95 enum sp_interp_mode interp = SP_INTERP_LINEAR;
96
97 switch (fsInfo->input_interpolate[i]) {
98 case TGSI_INTERPOLATE_CONSTANT:
99 interp = SP_INTERP_CONSTANT;
100 break;
101 case TGSI_INTERPOLATE_LINEAR:
102 interp = SP_INTERP_LINEAR;
103 break;
104 case TGSI_INTERPOLATE_PERSPECTIVE:
105 interp = SP_INTERP_PERSPECTIVE;
106 break;
107 case TGSI_INTERPOLATE_COLOR:
108 assert(fsInfo->input_semantic_name[i] == TGSI_SEMANTIC_COLOR);
109 break;
110 default:
111 assert(0);
112 }
113
114 switch (fsInfo->input_semantic_name[i]) {
115 case TGSI_SEMANTIC_POSITION:
116 interp = SP_INTERP_POS;
117 break;
118
119 case TGSI_SEMANTIC_COLOR:
120 if (fsInfo->input_interpolate[i] == TGSI_INTERPOLATE_COLOR) {
121 if (softpipe->rasterizer->flatshade)
122 interp = SP_INTERP_CONSTANT;
123 else
124 interp = SP_INTERP_PERSPECTIVE;
125 }
126 break;
127 }
128
129 /* this includes texcoords and varying vars */
130 src = draw_find_shader_output(softpipe->draw,
131 fsInfo->input_semantic_name[i],
132 fsInfo->input_semantic_index[i]);
133 if (fsInfo->input_semantic_name[i] == TGSI_SEMANTIC_COLOR && src == -1)
134 /*
135 * try and find a bcolor.
136 * Note that if there's both front and back color, draw will
137 * have copied back to front color already.
138 */
139 src = draw_find_shader_output(softpipe->draw,
140 TGSI_SEMANTIC_BCOLOR,
141 fsInfo->input_semantic_index[i]);
142
143 sinfo->attrib[i].interp = interp;
144 /*
145 * note src can be -1 if not found. Would need special handling,
146 * (as we don't tell draw anything about it) just force to 0.
147 * It's wrong either way but should be safer...
148 */
149 if (src < 0)
150 src = 0;
151 sinfo->attrib[i].src_index = src;
152 }
153
154 /* Figure out if we need pointsize as well. */
155 vs_index = draw_find_shader_output(softpipe->draw,
156 TGSI_SEMANTIC_PSIZE, 0);
157
158 if (vs_index >= 0) {
159 softpipe->psize_slot = vs_index;
160 }
161
162 /* Figure out if we need viewport index */
163 vs_index = draw_find_shader_output(softpipe->draw,
164 TGSI_SEMANTIC_VIEWPORT_INDEX,
165 0);
166 if (vs_index >= 0) {
167 softpipe->viewport_index_slot = vs_index;
168 }
169
170 /* Figure out if we need layer */
171 vs_index = draw_find_shader_output(softpipe->draw,
172 TGSI_SEMANTIC_LAYER,
173 0);
174 if (vs_index >= 0) {
175 softpipe->layer_slot = vs_index;
176 }
177 softpipe->setup_info.valid = 1;
178 }
179
180 return;
181 }
182
183
184 /**
185 * Called from vbuf module.
186 *
187 * Note the vertex layout used for vbuf is simply telling it to pass
188 * through everything as is. The mapping actually used for setup is
189 * stored separately (but calculated here too at the same time).
190 */
191 struct vertex_info *
192 softpipe_get_vbuf_vertex_info(struct softpipe_context *softpipe)
193 {
194 softpipe_compute_vertex_info(softpipe);
195 return &softpipe->vertex_info_vbuf;
196 }
197
198
199 /**
200 * Recompute cliprect from scissor bounds, scissor enable and surface size.
201 */
202 static void
203 compute_cliprect(struct softpipe_context *sp)
204 {
205 unsigned i;
206 /* SP_NEW_FRAMEBUFFER
207 */
208 uint surfWidth = sp->framebuffer.width;
209 uint surfHeight = sp->framebuffer.height;
210
211 for (i = 0; i < PIPE_MAX_VIEWPORTS; i++) {
212 /* SP_NEW_RASTERIZER
213 */
214 if (sp->rasterizer->scissor) {
215
216 /* SP_NEW_SCISSOR
217 *
218 * clip to scissor rect:
219 */
220 sp->cliprect[i].minx = MAX2(sp->scissors[i].minx, 0);
221 sp->cliprect[i].miny = MAX2(sp->scissors[i].miny, 0);
222 sp->cliprect[i].maxx = MIN2(sp->scissors[i].maxx, surfWidth);
223 sp->cliprect[i].maxy = MIN2(sp->scissors[i].maxy, surfHeight);
224 }
225 else {
226 /* clip to surface bounds */
227 sp->cliprect[i].minx = 0;
228 sp->cliprect[i].miny = 0;
229 sp->cliprect[i].maxx = surfWidth;
230 sp->cliprect[i].maxy = surfHeight;
231 }
232 }
233 }
234
235
236 static void
237 set_shader_sampler(struct softpipe_context *softpipe,
238 unsigned shader,
239 int max_sampler)
240 {
241 int i;
242 for (i = 0; i <= max_sampler; i++) {
243 softpipe->tgsi.sampler[shader]->sp_sampler[i] =
244 (struct sp_sampler *)(softpipe->samplers[shader][i]);
245 }
246 }
247
248 static void
249 update_tgsi_samplers( struct softpipe_context *softpipe )
250 {
251 unsigned i, sh;
252
253 set_shader_sampler(softpipe, PIPE_SHADER_VERTEX,
254 softpipe->vs->max_sampler);
255 set_shader_sampler(softpipe, PIPE_SHADER_FRAGMENT,
256 softpipe->fs_variant->info.file_max[TGSI_FILE_SAMPLER]);
257 if (softpipe->gs) {
258 set_shader_sampler(softpipe, PIPE_SHADER_GEOMETRY,
259 softpipe->gs->max_sampler);
260 }
261
262 /* XXX is this really necessary here??? */
263 for (sh = 0; sh < Elements(softpipe->tex_cache); sh++) {
264 for (i = 0; i < PIPE_MAX_SAMPLERS; i++) {
265 struct softpipe_tex_tile_cache *tc = softpipe->tex_cache[sh][i];
266 if (tc && tc->texture) {
267 struct softpipe_resource *spt = softpipe_resource(tc->texture);
268 if (spt->timestamp != tc->timestamp) {
269 sp_tex_tile_cache_validate_texture( tc );
270 /*
271 _debug_printf("INV %d %d\n", tc->timestamp, spt->timestamp);
272 */
273 tc->timestamp = spt->timestamp;
274 }
275 }
276 }
277 }
278 }
279
280
281 static void
282 update_fragment_shader(struct softpipe_context *softpipe, unsigned prim)
283 {
284 struct sp_fragment_shader_variant_key key;
285
286 memset(&key, 0, sizeof(key));
287
288 if (prim == PIPE_PRIM_TRIANGLES)
289 key.polygon_stipple = softpipe->rasterizer->poly_stipple_enable;
290
291 if (softpipe->fs) {
292 softpipe->fs_variant = softpipe_find_fs_variant(softpipe,
293 softpipe->fs, &key);
294
295 /* prepare the TGSI interpreter for FS execution */
296 softpipe->fs_variant->prepare(softpipe->fs_variant,
297 softpipe->fs_machine,
298 (struct tgsi_sampler *) softpipe->
299 tgsi.sampler[PIPE_SHADER_FRAGMENT]);
300 }
301 else {
302 softpipe->fs_variant = NULL;
303 }
304
305 /* This would be the logical place to pass the fragment shader
306 * to the draw module. However, doing this here, during state
307 * validation, causes problems with the 'draw' module helpers for
308 * wide/AA/stippled lines.
309 * In principle, the draw's fragment shader should be per-variant
310 * but that doesn't work. So we use a single draw fragment shader
311 * per fragment shader, not per variant.
312 */
313 #if 0
314 if (softpipe->fs_variant) {
315 draw_bind_fragment_shader(softpipe->draw,
316 softpipe->fs_variant->draw_shader);
317 }
318 else {
319 draw_bind_fragment_shader(softpipe->draw, NULL);
320 }
321 #endif
322 }
323
324
325 /**
326 * This should be called when the polygon stipple pattern changes.
327 * We create a new texture from the stipple pattern and create a new
328 * sampler view.
329 */
330 static void
331 update_polygon_stipple_pattern(struct softpipe_context *softpipe)
332 {
333 struct pipe_resource *tex;
334 struct pipe_sampler_view *view;
335
336 tex = util_pstipple_create_stipple_texture(&softpipe->pipe,
337 softpipe->poly_stipple.stipple);
338 pipe_resource_reference(&softpipe->pstipple.texture, tex);
339 pipe_resource_reference(&tex, NULL);
340
341 view = util_pstipple_create_sampler_view(&softpipe->pipe,
342 softpipe->pstipple.texture);
343 pipe_sampler_view_reference(&softpipe->pstipple.sampler_view, view);
344 pipe_sampler_view_reference(&view, NULL);
345 }
346
347
348 /**
349 * Should be called when polygon stipple is enabled/disabled or when
350 * the fragment shader changes.
351 * We add/update the fragment sampler and sampler views to sample from
352 * the polygon stipple texture. The texture unit that we use depends on
353 * the fragment shader (we need to use a unit not otherwise used by the
354 * shader).
355 */
356 static void
357 update_polygon_stipple_enable(struct softpipe_context *softpipe, unsigned prim)
358 {
359 if (prim == PIPE_PRIM_TRIANGLES &&
360 softpipe->fs_variant->key.polygon_stipple) {
361 const unsigned unit = softpipe->fs_variant->stipple_sampler_unit;
362
363 /* sampler state */
364 softpipe->samplers[PIPE_SHADER_FRAGMENT][unit] = softpipe->pstipple.sampler;
365
366 /* sampler view state */
367 softpipe_set_sampler_views(&softpipe->pipe, PIPE_SHADER_FRAGMENT,
368 unit, 1, &softpipe->pstipple.sampler_view);
369
370 softpipe->dirty |= SP_NEW_SAMPLER;
371 }
372 }
373
374
375 /* Hopefully this will remain quite simple, otherwise need to pull in
376 * something like the state tracker mechanism.
377 */
378 void
379 softpipe_update_derived(struct softpipe_context *softpipe, unsigned prim)
380 {
381 struct softpipe_screen *sp_screen = softpipe_screen(softpipe->pipe.screen);
382
383 /* Check for updated textures.
384 */
385 if (softpipe->tex_timestamp != sp_screen->timestamp) {
386 softpipe->tex_timestamp = sp_screen->timestamp;
387 softpipe->dirty |= SP_NEW_TEXTURE;
388 }
389
390 #if DO_PSTIPPLE_IN_HELPER_MODULE
391 if (softpipe->dirty & SP_NEW_STIPPLE)
392 /* before updating samplers! */
393 update_polygon_stipple_pattern(softpipe);
394 #endif
395
396 if (softpipe->dirty & (SP_NEW_RASTERIZER |
397 SP_NEW_FS))
398 update_fragment_shader(softpipe, prim);
399
400 #if DO_PSTIPPLE_IN_HELPER_MODULE
401 if (softpipe->dirty & (SP_NEW_RASTERIZER |
402 SP_NEW_STIPPLE |
403 SP_NEW_FS))
404 update_polygon_stipple_enable(softpipe, prim);
405 #endif
406
407 /* TODO: this looks suboptimal */
408 if (softpipe->dirty & (SP_NEW_SAMPLER |
409 SP_NEW_TEXTURE |
410 SP_NEW_FS |
411 SP_NEW_VS))
412 update_tgsi_samplers( softpipe );
413
414 if (softpipe->dirty & (SP_NEW_RASTERIZER |
415 SP_NEW_FS |
416 SP_NEW_VS))
417 invalidate_vertex_layout( softpipe );
418
419 if (softpipe->dirty & (SP_NEW_SCISSOR |
420 SP_NEW_RASTERIZER |
421 SP_NEW_FRAMEBUFFER))
422 compute_cliprect(softpipe);
423
424 if (softpipe->dirty & (SP_NEW_BLEND |
425 SP_NEW_DEPTH_STENCIL_ALPHA |
426 SP_NEW_FRAMEBUFFER |
427 SP_NEW_STIPPLE |
428 SP_NEW_FS))
429 sp_build_quad_pipeline(softpipe);
430
431 softpipe->dirty = 0;
432 }