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_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 draw_prepare_shader_outputs(softpipe
->draw
);
70 if (vinfo
->num_attribs
== 0) {
71 /* compute vertex layout now */
72 const struct tgsi_shader_info
*fsInfo
= &softpipe
->fs_variant
->info
;
73 struct vertex_info
*vinfo_vbuf
= &softpipe
->vertex_info_vbuf
;
74 const uint num
= draw_num_shader_outputs(softpipe
->draw
);
77 /* Tell draw_vbuf to simply emit the whole post-xform vertex
78 * as-is. No longer any need to try and emit draw vertex_header
81 vinfo_vbuf
->num_attribs
= 0;
82 for (i
= 0; i
< num
; i
++) {
83 draw_emit_vertex_attr(vinfo_vbuf
, EMIT_4F
, INTERP_PERSPECTIVE
, i
);
85 draw_compute_vertex_size(vinfo_vbuf
);
88 * Loop over fragment shader inputs, searching for the matching output
89 * from the vertex shader.
91 vinfo
->num_attribs
= 0;
92 for (i
= 0; i
< fsInfo
->num_inputs
; i
++) {
94 enum interp_mode interp
= INTERP_LINEAR
;
96 switch (fsInfo
->input_interpolate
[i
]) {
97 case TGSI_INTERPOLATE_CONSTANT
:
98 interp
= INTERP_CONSTANT
;
100 case TGSI_INTERPOLATE_LINEAR
:
101 interp
= INTERP_LINEAR
;
103 case TGSI_INTERPOLATE_PERSPECTIVE
:
104 interp
= INTERP_PERSPECTIVE
;
106 case TGSI_INTERPOLATE_COLOR
:
107 assert(fsInfo
->input_semantic_name
[i
] == TGSI_SEMANTIC_COLOR
);
113 switch (fsInfo
->input_semantic_name
[i
]) {
114 case TGSI_SEMANTIC_POSITION
:
118 case TGSI_SEMANTIC_COLOR
:
119 if (fsInfo
->input_interpolate
[i
] == TGSI_INTERPOLATE_COLOR
) {
120 if (softpipe
->rasterizer
->flatshade
)
121 interp
= INTERP_CONSTANT
;
123 interp
= INTERP_PERSPECTIVE
;
128 /* this includes texcoords and varying vars */
129 src
= draw_find_shader_output(softpipe
->draw
,
130 fsInfo
->input_semantic_name
[i
],
131 fsInfo
->input_semantic_index
[i
]);
132 if (fsInfo
->input_semantic_name
[i
] == TGSI_SEMANTIC_COLOR
&& src
== -1)
133 /* try and find a bcolor */
134 src
= draw_find_shader_output(softpipe
->draw
,
135 TGSI_SEMANTIC_BCOLOR
, fsInfo
->input_semantic_index
[i
]);
137 draw_emit_vertex_attr(vinfo
, EMIT_4F
, interp
, src
);
140 softpipe
->psize_slot
= draw_find_shader_output(softpipe
->draw
,
141 TGSI_SEMANTIC_PSIZE
, 0);
142 if (softpipe
->psize_slot
>= 0) {
143 draw_emit_vertex_attr(vinfo
, EMIT_4F
, INTERP_CONSTANT
,
144 softpipe
->psize_slot
);
147 draw_compute_vertex_size(vinfo
);
155 * Called from vbuf module.
157 * Note that there's actually two different vertex layouts in softpipe.
159 * The normal one is computed in softpipe_get_vertex_info() above and is
160 * used by the point/line/tri "setup" code.
162 * The other one (this one) is only used by the vbuf module (which is
163 * not normally used by default but used in testing). For the vbuf module,
164 * we basically want to pass-through the draw module's vertex layout as-is.
165 * When the softpipe vbuf code begins drawing, the normal vertex layout
166 * will come into play again.
169 softpipe_get_vbuf_vertex_info(struct softpipe_context
*softpipe
)
171 (void) softpipe_get_vertex_info(softpipe
);
172 return &softpipe
->vertex_info_vbuf
;
177 * Recompute cliprect from scissor bounds, scissor enable and surface size.
180 compute_cliprect(struct softpipe_context
*sp
)
182 /* SP_NEW_FRAMEBUFFER
184 uint surfWidth
= sp
->framebuffer
.width
;
185 uint surfHeight
= sp
->framebuffer
.height
;
189 if (sp
->rasterizer
->scissor
) {
193 * clip to scissor rect:
195 sp
->cliprect
.minx
= MAX2(sp
->scissor
.minx
, 0);
196 sp
->cliprect
.miny
= MAX2(sp
->scissor
.miny
, 0);
197 sp
->cliprect
.maxx
= MIN2(sp
->scissor
.maxx
, surfWidth
);
198 sp
->cliprect
.maxy
= MIN2(sp
->scissor
.maxy
, surfHeight
);
201 /* clip to surface bounds */
202 sp
->cliprect
.minx
= 0;
203 sp
->cliprect
.miny
= 0;
204 sp
->cliprect
.maxx
= surfWidth
;
205 sp
->cliprect
.maxy
= surfHeight
;
211 set_shader_sampler(struct softpipe_context
*softpipe
,
216 for (i
= 0; i
<= max_sampler
; i
++) {
217 softpipe
->tgsi
.sampler
[shader
]->sp_sampler
[i
] =
218 (struct sp_sampler
*)(softpipe
->samplers
[shader
][i
]);
223 update_tgsi_samplers( struct softpipe_context
*softpipe
)
227 set_shader_sampler(softpipe
, PIPE_SHADER_VERTEX
,
228 softpipe
->vs
->max_sampler
);
229 set_shader_sampler(softpipe
, PIPE_SHADER_FRAGMENT
,
230 softpipe
->fs_variant
->info
.file_max
[TGSI_FILE_SAMPLER
]);
232 set_shader_sampler(softpipe
, PIPE_SHADER_GEOMETRY
,
233 softpipe
->gs
->max_sampler
);
236 /* XXX is this really necessary here??? */
237 for (sh
= 0; sh
< Elements(softpipe
->tex_cache
); sh
++) {
238 for (i
= 0; i
< PIPE_MAX_SAMPLERS
; i
++) {
239 struct softpipe_tex_tile_cache
*tc
= softpipe
->tex_cache
[sh
][i
];
240 if (tc
&& tc
->texture
) {
241 struct softpipe_resource
*spt
= softpipe_resource(tc
->texture
);
242 if (spt
->timestamp
!= tc
->timestamp
) {
243 sp_tex_tile_cache_validate_texture( tc
);
245 _debug_printf("INV %d %d\n", tc->timestamp, spt->timestamp);
247 tc
->timestamp
= spt
->timestamp
;
256 update_fragment_shader(struct softpipe_context
*softpipe
, unsigned prim
)
258 struct sp_fragment_shader_variant_key key
;
260 memset(&key
, 0, sizeof(key
));
262 if (prim
== PIPE_PRIM_TRIANGLES
)
263 key
.polygon_stipple
= softpipe
->rasterizer
->poly_stipple_enable
;
266 softpipe
->fs_variant
= softpipe_find_fs_variant(softpipe
,
269 /* prepare the TGSI interpreter for FS execution */
270 softpipe
->fs_variant
->prepare(softpipe
->fs_variant
,
271 softpipe
->fs_machine
,
272 (struct tgsi_sampler
*) softpipe
->
273 tgsi
.sampler
[PIPE_SHADER_FRAGMENT
]);
276 softpipe
->fs_variant
= NULL
;
279 /* This would be the logical place to pass the fragment shader
280 * to the draw module. However, doing this here, during state
281 * validation, causes problems with the 'draw' module helpers for
282 * wide/AA/stippled lines.
283 * In principle, the draw's fragment shader should be per-variant
284 * but that doesn't work. So we use a single draw fragment shader
285 * per fragment shader, not per variant.
288 if (softpipe
->fs_variant
) {
289 draw_bind_fragment_shader(softpipe
->draw
,
290 softpipe
->fs_variant
->draw_shader
);
293 draw_bind_fragment_shader(softpipe
->draw
, NULL
);
300 * This should be called when the polygon stipple pattern changes.
301 * We create a new texture from the stipple pattern and create a new
305 update_polygon_stipple_pattern(struct softpipe_context
*softpipe
)
307 struct pipe_resource
*tex
;
308 struct pipe_sampler_view
*view
;
310 tex
= util_pstipple_create_stipple_texture(&softpipe
->pipe
,
311 softpipe
->poly_stipple
.stipple
);
312 pipe_resource_reference(&softpipe
->pstipple
.texture
, tex
);
313 pipe_resource_reference(&tex
, NULL
);
315 view
= util_pstipple_create_sampler_view(&softpipe
->pipe
,
316 softpipe
->pstipple
.texture
);
317 pipe_sampler_view_reference(&softpipe
->pstipple
.sampler_view
, view
);
318 pipe_sampler_view_reference(&view
, NULL
);
323 * Should be called when polygon stipple is enabled/disabled or when
324 * the fragment shader changes.
325 * We add/update the fragment sampler and sampler views to sample from
326 * the polygon stipple texture. The texture unit that we use depends on
327 * the fragment shader (we need to use a unit not otherwise used by the
331 update_polygon_stipple_enable(struct softpipe_context
*softpipe
, unsigned prim
)
333 if (prim
== PIPE_PRIM_TRIANGLES
&&
334 softpipe
->fs_variant
->key
.polygon_stipple
) {
335 const unsigned unit
= softpipe
->fs_variant
->stipple_sampler_unit
;
338 softpipe
->samplers
[PIPE_SHADER_FRAGMENT
][unit
] = softpipe
->pstipple
.sampler
;
340 /* sampler view state */
341 softpipe_set_sampler_views(&softpipe
->pipe
, PIPE_SHADER_FRAGMENT
,
342 unit
, 1, &softpipe
->pstipple
.sampler_view
);
344 softpipe
->dirty
|= SP_NEW_SAMPLER
;
349 /* Hopefully this will remain quite simple, otherwise need to pull in
350 * something like the state tracker mechanism.
353 softpipe_update_derived(struct softpipe_context
*softpipe
, unsigned prim
)
355 struct softpipe_screen
*sp_screen
= softpipe_screen(softpipe
->pipe
.screen
);
357 /* Check for updated textures.
359 if (softpipe
->tex_timestamp
!= sp_screen
->timestamp
) {
360 softpipe
->tex_timestamp
= sp_screen
->timestamp
;
361 softpipe
->dirty
|= SP_NEW_TEXTURE
;
364 #if DO_PSTIPPLE_IN_HELPER_MODULE
365 if (softpipe
->dirty
& SP_NEW_STIPPLE
)
366 /* before updating samplers! */
367 update_polygon_stipple_pattern(softpipe
);
370 if (softpipe
->dirty
& (SP_NEW_RASTERIZER
|
372 update_fragment_shader(softpipe
, prim
);
374 #if DO_PSTIPPLE_IN_HELPER_MODULE
375 if (softpipe
->dirty
& (SP_NEW_RASTERIZER
|
378 update_polygon_stipple_enable(softpipe
, prim
);
381 /* TODO: this looks suboptimal */
382 if (softpipe
->dirty
& (SP_NEW_SAMPLER
|
386 update_tgsi_samplers( softpipe
);
388 if (softpipe
->dirty
& (SP_NEW_RASTERIZER
|
391 invalidate_vertex_layout( softpipe
);
393 if (softpipe
->dirty
& (SP_NEW_SCISSOR
|
396 compute_cliprect(softpipe
);
398 if (softpipe
->dirty
& (SP_NEW_BLEND
|
399 SP_NEW_DEPTH_STENCIL_ALPHA
|
402 sp_build_quad_pipeline(softpipe
);