softpipe: fix the regressions
[mesa.git] / src / gallium / drivers / softpipe / sp_state_derived.c
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2 *
3 * Copyright 2003 Tungsten Graphics, Inc., Cedar Park, Texas.
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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->vertex_info.num_attribs = 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 and returns a pointer to a
61 * vertex_info object.
62 */
63 struct vertex_info *
64 softpipe_get_vertex_info(struct softpipe_context *softpipe)
65 {
66 struct vertex_info *vinfo = &softpipe->vertex_info;
67
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);
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, INTERP_PERSPECTIVE, i);
82 }
83 draw_compute_vertex_size(vinfo_vbuf);
84
85 /*
86 * Loop over fragment shader inputs, searching for the matching output
87 * from the vertex shader.
88 */
89 vinfo->num_attribs = 0;
90 for (i = 0; i < fsInfo->num_inputs; i++) {
91 int src;
92 enum interp_mode interp = INTERP_LINEAR;
93
94 switch (fsInfo->input_interpolate[i]) {
95 case TGSI_INTERPOLATE_CONSTANT:
96 interp = INTERP_CONSTANT;
97 break;
98 case TGSI_INTERPOLATE_LINEAR:
99 interp = INTERP_LINEAR;
100 break;
101 case TGSI_INTERPOLATE_PERSPECTIVE:
102 interp = INTERP_PERSPECTIVE;
103 break;
104 case TGSI_INTERPOLATE_COLOR:
105 assert(fsInfo->input_semantic_name[i] == TGSI_SEMANTIC_COLOR);
106 break;
107 default:
108 assert(0);
109 }
110
111 switch (fsInfo->input_semantic_name[i]) {
112 case TGSI_SEMANTIC_POSITION:
113 interp = INTERP_POS;
114 break;
115
116 case TGSI_SEMANTIC_COLOR:
117 if (fsInfo->input_interpolate[i] == TGSI_INTERPOLATE_COLOR) {
118 if (softpipe->rasterizer->flatshade)
119 interp = INTERP_CONSTANT;
120 else
121 interp = INTERP_PERSPECTIVE;
122 }
123 break;
124 }
125
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]);
134
135 draw_emit_vertex_attr(vinfo, EMIT_4F, interp, src);
136 }
137
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);
143 }
144
145 draw_compute_vertex_size(vinfo);
146 }
147
148 return vinfo;
149 }
150
151
152 /**
153 * Called from vbuf module.
154 *
155 * Note that there's actually two different vertex layouts in softpipe.
156 *
157 * The normal one is computed in softpipe_get_vertex_info() above and is
158 * used by the point/line/tri "setup" code.
159 *
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.
165 */
166 struct vertex_info *
167 softpipe_get_vbuf_vertex_info(struct softpipe_context *softpipe)
168 {
169 (void) softpipe_get_vertex_info(softpipe);
170 return &softpipe->vertex_info_vbuf;
171 }
172
173
174 /**
175 * Recompute cliprect from scissor bounds, scissor enable and surface size.
176 */
177 static void
178 compute_cliprect(struct softpipe_context *sp)
179 {
180 /* SP_NEW_FRAMEBUFFER
181 */
182 uint surfWidth = sp->framebuffer.width;
183 uint surfHeight = sp->framebuffer.height;
184
185 /* SP_NEW_RASTERIZER
186 */
187 if (sp->rasterizer->scissor) {
188
189 /* SP_NEW_SCISSOR
190 *
191 * clip to scissor rect:
192 */
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);
197 }
198 else {
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;
204 }
205 }
206
207
208 static void
209 set_shader_sampler(struct softpipe_context *softpipe,
210 unsigned shader,
211 int max_sampler)
212 {
213 int i;
214 for (i = 0; i <= max_sampler; i++) {
215 softpipe->tgsi.sampler[shader]->sp_sampler[i] =
216 (struct sp_sampler *)(softpipe->samplers[shader][i]);
217 }
218 }
219
220 static void
221 update_tgsi_samplers( struct softpipe_context *softpipe )
222 {
223 unsigned i, sh;
224
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]);
229 if (softpipe->gs) {
230 set_shader_sampler(softpipe, PIPE_SHADER_GEOMETRY,
231 softpipe->gs->max_sampler);
232 }
233
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 );
242 /*
243 _debug_printf("INV %d %d\n", tc->timestamp, spt->timestamp);
244 */
245 tc->timestamp = spt->timestamp;
246 }
247 }
248 }
249 }
250 }
251
252
253 static void
254 update_fragment_shader(struct softpipe_context *softpipe, unsigned prim)
255 {
256 struct sp_fragment_shader_variant_key key;
257
258 memset(&key, 0, sizeof(key));
259
260 if (prim == PIPE_PRIM_TRIANGLES)
261 key.polygon_stipple = softpipe->rasterizer->poly_stipple_enable;
262
263 if (softpipe->fs) {
264 softpipe->fs_variant = softpipe_find_fs_variant(softpipe,
265 softpipe->fs, &key);
266
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]);
272 }
273 else {
274 softpipe->fs_variant = NULL;
275 }
276
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.
284 */
285 #if 0
286 if (softpipe->fs_variant) {
287 draw_bind_fragment_shader(softpipe->draw,
288 softpipe->fs_variant->draw_shader);
289 }
290 else {
291 draw_bind_fragment_shader(softpipe->draw, NULL);
292 }
293 #endif
294 }
295
296
297 /**
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
300 * sampler view.
301 */
302 static void
303 update_polygon_stipple_pattern(struct softpipe_context *softpipe)
304 {
305 struct pipe_resource *tex;
306 struct pipe_sampler_view *view;
307
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);
312
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);
317 }
318
319
320 /**
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
326 * shader).
327 */
328 static void
329 update_polygon_stipple_enable(struct softpipe_context *softpipe, unsigned prim)
330 {
331 if (prim == PIPE_PRIM_TRIANGLES &&
332 softpipe->fs_variant->key.polygon_stipple) {
333 const unsigned unit = softpipe->fs_variant->stipple_sampler_unit;
334
335 /* sampler state */
336 softpipe->samplers[PIPE_SHADER_FRAGMENT][unit] = softpipe->pstipple.sampler;
337
338 /* sampler view state */
339 softpipe_set_sampler_views(&softpipe->pipe, PIPE_SHADER_FRAGMENT,
340 unit, 1, &softpipe->pstipple.sampler_view);
341
342 softpipe->dirty |= SP_NEW_SAMPLER;
343 }
344 }
345
346
347 /* Hopefully this will remain quite simple, otherwise need to pull in
348 * something like the state tracker mechanism.
349 */
350 void
351 softpipe_update_derived(struct softpipe_context *softpipe, unsigned prim)
352 {
353 struct softpipe_screen *sp_screen = softpipe_screen(softpipe->pipe.screen);
354
355 /* Check for updated textures.
356 */
357 if (softpipe->tex_timestamp != sp_screen->timestamp) {
358 softpipe->tex_timestamp = sp_screen->timestamp;
359 softpipe->dirty |= SP_NEW_TEXTURE;
360 }
361
362 #if DO_PSTIPPLE_IN_HELPER_MODULE
363 if (softpipe->dirty & SP_NEW_STIPPLE)
364 /* before updating samplers! */
365 update_polygon_stipple_pattern(softpipe);
366 #endif
367
368 if (softpipe->dirty & (SP_NEW_RASTERIZER |
369 SP_NEW_FS))
370 update_fragment_shader(softpipe, prim);
371
372 #if DO_PSTIPPLE_IN_HELPER_MODULE
373 if (softpipe->dirty & (SP_NEW_RASTERIZER |
374 SP_NEW_STIPPLE |
375 SP_NEW_FS))
376 update_polygon_stipple_enable(softpipe, prim);
377 #endif
378
379 /* TODO: this looks suboptimal */
380 if (softpipe->dirty & (SP_NEW_SAMPLER |
381 SP_NEW_TEXTURE |
382 SP_NEW_FS |
383 SP_NEW_VS))
384 update_tgsi_samplers( softpipe );
385
386 if (softpipe->dirty & (SP_NEW_RASTERIZER |
387 SP_NEW_FS |
388 SP_NEW_VS))
389 invalidate_vertex_layout( softpipe );
390
391 if (softpipe->dirty & (SP_NEW_SCISSOR |
392 SP_NEW_RASTERIZER |
393 SP_NEW_FRAMEBUFFER))
394 compute_cliprect(softpipe);
395
396 if (softpipe->dirty & (SP_NEW_BLEND |
397 SP_NEW_DEPTH_STENCIL_ALPHA |
398 SP_NEW_FRAMEBUFFER |
399 SP_NEW_FS))
400 sp_build_quad_pipeline(softpipe);
401
402 softpipe->dirty = 0;
403 }