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 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 draw_compute_vertex_size(vinfo
);
153 * Called from vbuf module.
155 * Note that there's actually two different vertex layouts in softpipe.
157 * The normal one is computed in softpipe_get_vertex_info() above and is
158 * used by the point/line/tri "setup" code.
160 * The other one (this one) is only used by the vbuf module (which is
161 * not normally used by default but used in testing). For the vbuf module,
162 * we basically want to pass-through the draw module's vertex layout as-is.
163 * When the softpipe vbuf code begins drawing, the normal vertex layout
164 * will come into play again.
167 softpipe_get_vbuf_vertex_info(struct softpipe_context
*softpipe
)
169 (void) softpipe_get_vertex_info(softpipe
);
170 return &softpipe
->vertex_info_vbuf
;
175 * Recompute cliprect from scissor bounds, scissor enable and surface size.
178 compute_cliprect(struct softpipe_context
*sp
)
180 /* SP_NEW_FRAMEBUFFER
182 uint surfWidth
= sp
->framebuffer
.width
;
183 uint surfHeight
= sp
->framebuffer
.height
;
187 if (sp
->rasterizer
->scissor
) {
191 * clip to scissor rect:
193 sp
->cliprect
.minx
= MAX2(sp
->scissor
.minx
, 0);
194 sp
->cliprect
.miny
= MAX2(sp
->scissor
.miny
, 0);
195 sp
->cliprect
.maxx
= MIN2(sp
->scissor
.maxx
, surfWidth
);
196 sp
->cliprect
.maxy
= MIN2(sp
->scissor
.maxy
, surfHeight
);
199 /* clip to surface bounds */
200 sp
->cliprect
.minx
= 0;
201 sp
->cliprect
.miny
= 0;
202 sp
->cliprect
.maxx
= surfWidth
;
203 sp
->cliprect
.maxy
= surfHeight
;
209 set_shader_sampler(struct softpipe_context
*softpipe
,
214 for (i
= 0; i
<= max_sampler
; i
++) {
215 softpipe
->tgsi
.sampler
[shader
]->sp_sampler
[i
] =
216 (struct sp_sampler
*)(softpipe
->samplers
[shader
][i
]);
221 update_tgsi_samplers( struct softpipe_context
*softpipe
)
225 set_shader_sampler(softpipe
, PIPE_SHADER_VERTEX
,
226 softpipe
->vs
->max_sampler
);
227 set_shader_sampler(softpipe
, PIPE_SHADER_FRAGMENT
,
228 softpipe
->fs_variant
->info
.file_max
[TGSI_FILE_SAMPLER
]);
230 set_shader_sampler(softpipe
, PIPE_SHADER_GEOMETRY
,
231 softpipe
->gs
->max_sampler
);
234 /* XXX is this really necessary here??? */
235 for (sh
= 0; sh
< Elements(softpipe
->tex_cache
); sh
++) {
236 for (i
= 0; i
< PIPE_MAX_SAMPLERS
; i
++) {
237 struct softpipe_tex_tile_cache
*tc
= softpipe
->tex_cache
[sh
][i
];
238 if (tc
&& tc
->texture
) {
239 struct softpipe_resource
*spt
= softpipe_resource(tc
->texture
);
240 if (spt
->timestamp
!= tc
->timestamp
) {
241 sp_tex_tile_cache_validate_texture( tc
);
243 _debug_printf("INV %d %d\n", tc->timestamp, spt->timestamp);
245 tc
->timestamp
= spt
->timestamp
;
254 update_fragment_shader(struct softpipe_context
*softpipe
, unsigned prim
)
256 struct sp_fragment_shader_variant_key key
;
258 memset(&key
, 0, sizeof(key
));
260 if (prim
== PIPE_PRIM_TRIANGLES
)
261 key
.polygon_stipple
= softpipe
->rasterizer
->poly_stipple_enable
;
264 softpipe
->fs_variant
= softpipe_find_fs_variant(softpipe
,
267 /* prepare the TGSI interpreter for FS execution */
268 softpipe
->fs_variant
->prepare(softpipe
->fs_variant
,
269 softpipe
->fs_machine
,
270 (struct tgsi_sampler
*) softpipe
->
271 tgsi
.sampler
[PIPE_SHADER_FRAGMENT
]);
274 softpipe
->fs_variant
= NULL
;
277 /* This would be the logical place to pass the fragment shader
278 * to the draw module. However, doing this here, during state
279 * validation, causes problems with the 'draw' module helpers for
280 * wide/AA/stippled lines.
281 * In principle, the draw's fragment shader should be per-variant
282 * but that doesn't work. So we use a single draw fragment shader
283 * per fragment shader, not per variant.
286 if (softpipe
->fs_variant
) {
287 draw_bind_fragment_shader(softpipe
->draw
,
288 softpipe
->fs_variant
->draw_shader
);
291 draw_bind_fragment_shader(softpipe
->draw
, NULL
);
298 * This should be called when the polygon stipple pattern changes.
299 * We create a new texture from the stipple pattern and create a new
303 update_polygon_stipple_pattern(struct softpipe_context
*softpipe
)
305 struct pipe_resource
*tex
;
306 struct pipe_sampler_view
*view
;
308 tex
= util_pstipple_create_stipple_texture(&softpipe
->pipe
,
309 softpipe
->poly_stipple
.stipple
);
310 pipe_resource_reference(&softpipe
->pstipple
.texture
, tex
);
311 pipe_resource_reference(&tex
, NULL
);
313 view
= util_pstipple_create_sampler_view(&softpipe
->pipe
,
314 softpipe
->pstipple
.texture
);
315 pipe_sampler_view_reference(&softpipe
->pstipple
.sampler_view
, view
);
316 pipe_sampler_view_reference(&view
, NULL
);
321 * Should be called when polygon stipple is enabled/disabled or when
322 * the fragment shader changes.
323 * We add/update the fragment sampler and sampler views to sample from
324 * the polygon stipple texture. The texture unit that we use depends on
325 * the fragment shader (we need to use a unit not otherwise used by the
329 update_polygon_stipple_enable(struct softpipe_context
*softpipe
, unsigned prim
)
331 if (prim
== PIPE_PRIM_TRIANGLES
&&
332 softpipe
->fs_variant
->key
.polygon_stipple
) {
333 const unsigned unit
= softpipe
->fs_variant
->stipple_sampler_unit
;
336 softpipe
->samplers
[PIPE_SHADER_FRAGMENT
][unit
] = softpipe
->pstipple
.sampler
;
338 /* sampler view state */
339 softpipe_set_sampler_views(&softpipe
->pipe
, PIPE_SHADER_FRAGMENT
,
340 unit
, 1, &softpipe
->pstipple
.sampler_view
);
342 softpipe
->dirty
|= SP_NEW_SAMPLER
;
347 /* Hopefully this will remain quite simple, otherwise need to pull in
348 * something like the state tracker mechanism.
351 softpipe_update_derived(struct softpipe_context
*softpipe
, unsigned prim
)
353 struct softpipe_screen
*sp_screen
= softpipe_screen(softpipe
->pipe
.screen
);
355 /* Check for updated textures.
357 if (softpipe
->tex_timestamp
!= sp_screen
->timestamp
) {
358 softpipe
->tex_timestamp
= sp_screen
->timestamp
;
359 softpipe
->dirty
|= SP_NEW_TEXTURE
;
362 #if DO_PSTIPPLE_IN_HELPER_MODULE
363 if (softpipe
->dirty
& SP_NEW_STIPPLE
)
364 /* before updating samplers! */
365 update_polygon_stipple_pattern(softpipe
);
368 if (softpipe
->dirty
& (SP_NEW_RASTERIZER
|
370 update_fragment_shader(softpipe
, prim
);
372 #if DO_PSTIPPLE_IN_HELPER_MODULE
373 if (softpipe
->dirty
& (SP_NEW_RASTERIZER
|
376 update_polygon_stipple_enable(softpipe
, prim
);
379 /* TODO: this looks suboptimal */
380 if (softpipe
->dirty
& (SP_NEW_SAMPLER
|
384 update_tgsi_samplers( softpipe
);
386 if (softpipe
->dirty
& (SP_NEW_RASTERIZER
|
389 invalidate_vertex_layout( softpipe
);
391 if (softpipe
->dirty
& (SP_NEW_SCISSOR
|
394 compute_cliprect(softpipe
);
396 if (softpipe
->dirty
& (SP_NEW_BLEND
|
397 SP_NEW_DEPTH_STENCIL_ALPHA
|
400 sp_build_quad_pipeline(softpipe
);