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
;
69 if (vinfo
->num_attribs
== 0) {
70 /* compute vertex layout now */
71 const struct tgsi_shader_info
*fsInfo
= &softpipe
->fs_variant
->info
;
72 struct vertex_info
*vinfo_vbuf
= &softpipe
->vertex_info_vbuf
;
73 const uint num
= draw_num_shader_outputs(softpipe
->draw
);
76 /* Tell draw_vbuf to simply emit the whole post-xform vertex
77 * as-is. No longer any need to try and emit draw vertex_header
80 vinfo_vbuf
->num_attribs
= 0;
81 for (i
= 0; i
< num
; i
++) {
82 draw_emit_vertex_attr(vinfo_vbuf
, EMIT_4F
, INTERP_PERSPECTIVE
, i
);
84 draw_compute_vertex_size(vinfo_vbuf
);
86 softpipe
->viewport_index_slot
= 0;
87 softpipe
->layer_slot
= 0;
88 softpipe
->psize_slot
= 0;
91 * Loop over fragment shader inputs, searching for the matching output
92 * from the vertex shader.
94 vinfo
->num_attribs
= 0;
95 for (i
= 0; i
< fsInfo
->num_inputs
; i
++) {
97 enum interp_mode interp
= INTERP_LINEAR
;
99 switch (fsInfo
->input_interpolate
[i
]) {
100 case TGSI_INTERPOLATE_CONSTANT
:
101 interp
= INTERP_CONSTANT
;
103 case TGSI_INTERPOLATE_LINEAR
:
104 interp
= INTERP_LINEAR
;
106 case TGSI_INTERPOLATE_PERSPECTIVE
:
107 interp
= INTERP_PERSPECTIVE
;
109 case TGSI_INTERPOLATE_COLOR
:
110 assert(fsInfo
->input_semantic_name
[i
] == TGSI_SEMANTIC_COLOR
);
116 switch (fsInfo
->input_semantic_name
[i
]) {
117 case TGSI_SEMANTIC_POSITION
:
121 case TGSI_SEMANTIC_COLOR
:
122 if (fsInfo
->input_interpolate
[i
] == TGSI_INTERPOLATE_COLOR
) {
123 if (softpipe
->rasterizer
->flatshade
)
124 interp
= INTERP_CONSTANT
;
126 interp
= INTERP_PERSPECTIVE
;
131 /* this includes texcoords and varying vars */
132 src
= draw_find_shader_output(softpipe
->draw
,
133 fsInfo
->input_semantic_name
[i
],
134 fsInfo
->input_semantic_index
[i
]);
135 if (fsInfo
->input_semantic_name
[i
] == TGSI_SEMANTIC_COLOR
&& src
== -1)
137 * try and find a bcolor.
138 * Note that if there's both front and back color, draw will
139 * have copied back to front color already.
141 src
= draw_find_shader_output(softpipe
->draw
,
142 TGSI_SEMANTIC_BCOLOR
,
143 fsInfo
->input_semantic_index
[i
]);
145 draw_emit_vertex_attr(vinfo
, EMIT_4F
, interp
, src
);
148 /* Figure out if we need pointsize as well. */
149 vs_index
= draw_find_shader_output(softpipe
->draw
,
150 TGSI_SEMANTIC_PSIZE
, 0);
153 softpipe
->psize_slot
= vs_index
;
154 draw_emit_vertex_attr(vinfo
, EMIT_4F
, INTERP_CONSTANT
, vs_index
);
157 /* Figure out if we need viewport index */
158 vs_index
= draw_find_shader_output(softpipe
->draw
,
159 TGSI_SEMANTIC_VIEWPORT_INDEX
,
162 softpipe
->viewport_index_slot
= vs_index
;
163 draw_emit_vertex_attr(vinfo
, EMIT_4F
, INTERP_CONSTANT
, vs_index
);
166 /* Figure out if we need layer */
167 vs_index
= draw_find_shader_output(softpipe
->draw
,
171 softpipe
->layer_slot
= vs_index
;
172 draw_emit_vertex_attr(vinfo
, EMIT_4F
, INTERP_CONSTANT
, vs_index
);
175 draw_compute_vertex_size(vinfo
);
183 * Called from vbuf module.
185 * Note that there's actually two different vertex layouts in softpipe.
187 * The normal one is computed in softpipe_get_vertex_info() above and is
188 * used by the point/line/tri "setup" code.
190 * The other one (this one) is only used by the vbuf module (which is
191 * not normally used by default but used in testing). For the vbuf module,
192 * we basically want to pass-through the draw module's vertex layout as-is.
193 * When the softpipe vbuf code begins drawing, the normal vertex layout
194 * will come into play again.
197 softpipe_get_vbuf_vertex_info(struct softpipe_context
*softpipe
)
199 (void) softpipe_get_vertex_info(softpipe
);
200 return &softpipe
->vertex_info_vbuf
;
205 * Recompute cliprect from scissor bounds, scissor enable and surface size.
208 compute_cliprect(struct softpipe_context
*sp
)
211 /* SP_NEW_FRAMEBUFFER
213 uint surfWidth
= sp
->framebuffer
.width
;
214 uint surfHeight
= sp
->framebuffer
.height
;
216 for (i
= 0; i
< PIPE_MAX_VIEWPORTS
; i
++) {
219 if (sp
->rasterizer
->scissor
) {
223 * clip to scissor rect:
225 sp
->cliprect
[i
].minx
= MAX2(sp
->scissors
[i
].minx
, 0);
226 sp
->cliprect
[i
].miny
= MAX2(sp
->scissors
[i
].miny
, 0);
227 sp
->cliprect
[i
].maxx
= MIN2(sp
->scissors
[i
].maxx
, surfWidth
);
228 sp
->cliprect
[i
].maxy
= MIN2(sp
->scissors
[i
].maxy
, surfHeight
);
231 /* clip to surface bounds */
232 sp
->cliprect
[i
].minx
= 0;
233 sp
->cliprect
[i
].miny
= 0;
234 sp
->cliprect
[i
].maxx
= surfWidth
;
235 sp
->cliprect
[i
].maxy
= surfHeight
;
242 set_shader_sampler(struct softpipe_context
*softpipe
,
247 for (i
= 0; i
<= max_sampler
; i
++) {
248 softpipe
->tgsi
.sampler
[shader
]->sp_sampler
[i
] =
249 (struct sp_sampler
*)(softpipe
->samplers
[shader
][i
]);
254 update_tgsi_samplers( struct softpipe_context
*softpipe
)
258 set_shader_sampler(softpipe
, PIPE_SHADER_VERTEX
,
259 softpipe
->vs
->max_sampler
);
260 set_shader_sampler(softpipe
, PIPE_SHADER_FRAGMENT
,
261 softpipe
->fs_variant
->info
.file_max
[TGSI_FILE_SAMPLER
]);
263 set_shader_sampler(softpipe
, PIPE_SHADER_GEOMETRY
,
264 softpipe
->gs
->max_sampler
);
267 /* XXX is this really necessary here??? */
268 for (sh
= 0; sh
< Elements(softpipe
->tex_cache
); sh
++) {
269 for (i
= 0; i
< PIPE_MAX_SAMPLERS
; i
++) {
270 struct softpipe_tex_tile_cache
*tc
= softpipe
->tex_cache
[sh
][i
];
271 if (tc
&& tc
->texture
) {
272 struct softpipe_resource
*spt
= softpipe_resource(tc
->texture
);
273 if (spt
->timestamp
!= tc
->timestamp
) {
274 sp_tex_tile_cache_validate_texture( tc
);
276 _debug_printf("INV %d %d\n", tc->timestamp, spt->timestamp);
278 tc
->timestamp
= spt
->timestamp
;
287 update_fragment_shader(struct softpipe_context
*softpipe
, unsigned prim
)
289 struct sp_fragment_shader_variant_key key
;
291 memset(&key
, 0, sizeof(key
));
293 if (prim
== PIPE_PRIM_TRIANGLES
)
294 key
.polygon_stipple
= softpipe
->rasterizer
->poly_stipple_enable
;
297 softpipe
->fs_variant
= softpipe_find_fs_variant(softpipe
,
300 /* prepare the TGSI interpreter for FS execution */
301 softpipe
->fs_variant
->prepare(softpipe
->fs_variant
,
302 softpipe
->fs_machine
,
303 (struct tgsi_sampler
*) softpipe
->
304 tgsi
.sampler
[PIPE_SHADER_FRAGMENT
]);
307 softpipe
->fs_variant
= NULL
;
310 /* This would be the logical place to pass the fragment shader
311 * to the draw module. However, doing this here, during state
312 * validation, causes problems with the 'draw' module helpers for
313 * wide/AA/stippled lines.
314 * In principle, the draw's fragment shader should be per-variant
315 * but that doesn't work. So we use a single draw fragment shader
316 * per fragment shader, not per variant.
319 if (softpipe
->fs_variant
) {
320 draw_bind_fragment_shader(softpipe
->draw
,
321 softpipe
->fs_variant
->draw_shader
);
324 draw_bind_fragment_shader(softpipe
->draw
, NULL
);
331 * This should be called when the polygon stipple pattern changes.
332 * We create a new texture from the stipple pattern and create a new
336 update_polygon_stipple_pattern(struct softpipe_context
*softpipe
)
338 struct pipe_resource
*tex
;
339 struct pipe_sampler_view
*view
;
341 tex
= util_pstipple_create_stipple_texture(&softpipe
->pipe
,
342 softpipe
->poly_stipple
.stipple
);
343 pipe_resource_reference(&softpipe
->pstipple
.texture
, tex
);
344 pipe_resource_reference(&tex
, NULL
);
346 view
= util_pstipple_create_sampler_view(&softpipe
->pipe
,
347 softpipe
->pstipple
.texture
);
348 pipe_sampler_view_reference(&softpipe
->pstipple
.sampler_view
, view
);
349 pipe_sampler_view_reference(&view
, NULL
);
354 * Should be called when polygon stipple is enabled/disabled or when
355 * the fragment shader changes.
356 * We add/update the fragment sampler and sampler views to sample from
357 * the polygon stipple texture. The texture unit that we use depends on
358 * the fragment shader (we need to use a unit not otherwise used by the
362 update_polygon_stipple_enable(struct softpipe_context
*softpipe
, unsigned prim
)
364 if (prim
== PIPE_PRIM_TRIANGLES
&&
365 softpipe
->fs_variant
->key
.polygon_stipple
) {
366 const unsigned unit
= softpipe
->fs_variant
->stipple_sampler_unit
;
369 softpipe
->samplers
[PIPE_SHADER_FRAGMENT
][unit
] = softpipe
->pstipple
.sampler
;
371 /* sampler view state */
372 softpipe_set_sampler_views(&softpipe
->pipe
, PIPE_SHADER_FRAGMENT
,
373 unit
, 1, &softpipe
->pstipple
.sampler_view
);
375 softpipe
->dirty
|= SP_NEW_SAMPLER
;
380 /* Hopefully this will remain quite simple, otherwise need to pull in
381 * something like the state tracker mechanism.
384 softpipe_update_derived(struct softpipe_context
*softpipe
, unsigned prim
)
386 struct softpipe_screen
*sp_screen
= softpipe_screen(softpipe
->pipe
.screen
);
388 /* Check for updated textures.
390 if (softpipe
->tex_timestamp
!= sp_screen
->timestamp
) {
391 softpipe
->tex_timestamp
= sp_screen
->timestamp
;
392 softpipe
->dirty
|= SP_NEW_TEXTURE
;
395 #if DO_PSTIPPLE_IN_HELPER_MODULE
396 if (softpipe
->dirty
& SP_NEW_STIPPLE
)
397 /* before updating samplers! */
398 update_polygon_stipple_pattern(softpipe
);
401 if (softpipe
->dirty
& (SP_NEW_RASTERIZER
|
403 update_fragment_shader(softpipe
, prim
);
405 #if DO_PSTIPPLE_IN_HELPER_MODULE
406 if (softpipe
->dirty
& (SP_NEW_RASTERIZER
|
409 update_polygon_stipple_enable(softpipe
, prim
);
412 /* TODO: this looks suboptimal */
413 if (softpipe
->dirty
& (SP_NEW_SAMPLER
|
417 update_tgsi_samplers( softpipe
);
419 if (softpipe
->dirty
& (SP_NEW_RASTERIZER
|
422 invalidate_vertex_layout( softpipe
);
424 if (softpipe
->dirty
& (SP_NEW_SCISSOR
|
427 compute_cliprect(softpipe
);
429 if (softpipe
->dirty
& (SP_NEW_BLEND
|
430 SP_NEW_DEPTH_STENCIL_ALPHA
|
434 sp_build_quad_pipeline(softpipe
);