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_tile_cache.h"
43 * Mark the current vertex layout as "invalid".
44 * We'll validate the vertex layout later, when we start to actually
45 * render a point or line or tri.
48 invalidate_vertex_layout(struct softpipe_context
*softpipe
)
50 softpipe
->vertex_info
.num_attribs
= 0;
55 * The vertex info describes how to convert the post-transformed vertices
56 * (simple float[][4]) used by the 'draw' module into vertices for
59 * This function validates the vertex layout and returns a pointer to a
63 softpipe_get_vertex_info(struct softpipe_context
*softpipe
)
65 struct vertex_info
*vinfo
= &softpipe
->vertex_info
;
67 if (vinfo
->num_attribs
== 0) {
68 /* compute vertex layout now */
69 const struct tgsi_shader_info
*fsInfo
= &softpipe
->fs_variant
->info
;
70 struct vertex_info
*vinfo_vbuf
= &softpipe
->vertex_info_vbuf
;
71 const uint num
= draw_num_shader_outputs(softpipe
->draw
);
74 /* Tell draw_vbuf to simply emit the whole post-xform vertex
75 * as-is. No longer any need to try and emit draw vertex_header
78 vinfo_vbuf
->num_attribs
= 0;
79 for (i
= 0; i
< num
; i
++) {
80 draw_emit_vertex_attr(vinfo_vbuf
, EMIT_4F
, INTERP_PERSPECTIVE
, i
);
82 draw_compute_vertex_size(vinfo_vbuf
);
85 * Loop over fragment shader inputs, searching for the matching output
86 * from the vertex shader.
88 vinfo
->num_attribs
= 0;
89 for (i
= 0; i
< fsInfo
->num_inputs
; i
++) {
91 enum interp_mode interp
= INTERP_LINEAR
;
93 switch (fsInfo
->input_interpolate
[i
]) {
94 case TGSI_INTERPOLATE_CONSTANT
:
95 interp
= INTERP_CONSTANT
;
97 case TGSI_INTERPOLATE_LINEAR
:
98 interp
= INTERP_LINEAR
;
100 case TGSI_INTERPOLATE_PERSPECTIVE
:
101 interp
= INTERP_PERSPECTIVE
;
103 case TGSI_INTERPOLATE_COLOR
:
104 assert(fsInfo
->input_semantic_name
[i
] == TGSI_SEMANTIC_COLOR
);
110 switch (fsInfo
->input_semantic_name
[i
]) {
111 case TGSI_SEMANTIC_POSITION
:
115 case TGSI_SEMANTIC_COLOR
:
116 if (fsInfo
->input_interpolate
[i
] == TGSI_INTERPOLATE_COLOR
) {
117 if (softpipe
->rasterizer
->flatshade
)
118 interp
= INTERP_CONSTANT
;
120 interp
= INTERP_PERSPECTIVE
;
125 /* this includes texcoords and varying vars */
126 src
= draw_find_shader_output(softpipe
->draw
,
127 fsInfo
->input_semantic_name
[i
],
128 fsInfo
->input_semantic_index
[i
]);
129 if (fsInfo
->input_semantic_name
[i
] == TGSI_SEMANTIC_COLOR
&& src
== 0)
130 /* try and find a bcolor */
131 src
= draw_find_shader_output(softpipe
->draw
,
132 TGSI_SEMANTIC_BCOLOR
, fsInfo
->input_semantic_index
[i
]);
134 draw_emit_vertex_attr(vinfo
, EMIT_4F
, interp
, src
);
137 softpipe
->psize_slot
= draw_find_shader_output(softpipe
->draw
,
138 TGSI_SEMANTIC_PSIZE
, 0);
139 if (softpipe
->psize_slot
> 0) {
140 draw_emit_vertex_attr(vinfo
, EMIT_4F
, INTERP_CONSTANT
,
141 softpipe
->psize_slot
);
144 draw_compute_vertex_size(vinfo
);
152 * Called from vbuf module.
154 * Note that there's actually two different vertex layouts in softpipe.
156 * The normal one is computed in softpipe_get_vertex_info() above and is
157 * used by the point/line/tri "setup" code.
159 * The other one (this one) is only used by the vbuf module (which is
160 * not normally used by default but used in testing). For the vbuf module,
161 * we basically want to pass-through the draw module's vertex layout as-is.
162 * When the softpipe vbuf code begins drawing, the normal vertex layout
163 * will come into play again.
166 softpipe_get_vbuf_vertex_info(struct softpipe_context
*softpipe
)
168 (void) softpipe_get_vertex_info(softpipe
);
169 return &softpipe
->vertex_info_vbuf
;
174 * Recompute cliprect from scissor bounds, scissor enable and surface size.
177 compute_cliprect(struct softpipe_context
*sp
)
179 /* SP_NEW_FRAMEBUFFER
181 uint surfWidth
= sp
->framebuffer
.width
;
182 uint surfHeight
= sp
->framebuffer
.height
;
186 if (sp
->rasterizer
->scissor
) {
190 * clip to scissor rect:
192 sp
->cliprect
.minx
= MAX2(sp
->scissor
.minx
, 0);
193 sp
->cliprect
.miny
= MAX2(sp
->scissor
.miny
, 0);
194 sp
->cliprect
.maxx
= MIN2(sp
->scissor
.maxx
, surfWidth
);
195 sp
->cliprect
.maxy
= MIN2(sp
->scissor
.maxy
, surfHeight
);
198 /* clip to surface bounds */
199 sp
->cliprect
.minx
= 0;
200 sp
->cliprect
.miny
= 0;
201 sp
->cliprect
.maxx
= surfWidth
;
202 sp
->cliprect
.maxy
= surfHeight
;
208 update_tgsi_samplers( struct softpipe_context
*softpipe
)
212 softpipe_reset_sampler_variants( softpipe
);
214 for (sh
= 0; sh
< Elements(softpipe
->tex_cache
); sh
++) {
215 for (i
= 0; i
< PIPE_MAX_SAMPLERS
; i
++) {
216 struct softpipe_tex_tile_cache
*tc
= softpipe
->tex_cache
[sh
][i
];
217 if (tc
&& tc
->texture
) {
218 struct softpipe_resource
*spt
= softpipe_resource(tc
->texture
);
219 if (spt
->timestamp
!= tc
->timestamp
) {
220 sp_tex_tile_cache_validate_texture( tc
);
222 _debug_printf("INV %d %d\n", tc->timestamp, spt->timestamp);
224 tc
->timestamp
= spt
->timestamp
;
233 update_fragment_shader(struct softpipe_context
*softpipe
, unsigned prim
)
235 struct sp_fragment_shader_variant_key key
;
237 memset(&key
, 0, sizeof(key
));
239 if (prim
== PIPE_PRIM_TRIANGLES
)
240 key
.polygon_stipple
= softpipe
->rasterizer
->poly_stipple_enable
;
243 softpipe
->fs_variant
= softpipe_find_fs_variant(softpipe
,
247 softpipe
->fs_variant
= NULL
;
250 /* This would be the logical place to pass the fragment shader
251 * to the draw module. However, doing this here, during state
252 * validation, causes problems with the 'draw' module helpers for
253 * wide/AA/stippled lines.
254 * In principle, the draw's fragment shader should be per-variant
255 * but that doesn't work. So we use a single draw fragment shader
256 * per fragment shader, not per variant.
259 if (softpipe
->fs_variant
) {
260 draw_bind_fragment_shader(softpipe
->draw
,
261 softpipe
->fs_variant
->draw_shader
);
264 draw_bind_fragment_shader(softpipe
->draw
, NULL
);
271 * This should be called when the polygon stipple pattern changes.
272 * We create a new texture from the stipple pattern and create a new
276 update_polygon_stipple_pattern(struct softpipe_context
*softpipe
)
278 struct pipe_resource
*tex
;
279 struct pipe_sampler_view
*view
;
281 tex
= util_pstipple_create_stipple_texture(&softpipe
->pipe
,
282 softpipe
->poly_stipple
.stipple
);
283 pipe_resource_reference(&softpipe
->pstipple
.texture
, tex
);
284 pipe_resource_reference(&tex
, NULL
);
286 view
= util_pstipple_create_sampler_view(&softpipe
->pipe
,
287 softpipe
->pstipple
.texture
);
288 pipe_sampler_view_reference(&softpipe
->pstipple
.sampler_view
, view
);
289 pipe_sampler_view_reference(&view
, NULL
);
294 * Should be called when polygon stipple is enabled/disabled or when
295 * the fragment shader changes.
296 * We add/update the fragment sampler and sampler views to sample from
297 * the polygon stipple texture. The texture unit that we use depends on
298 * the fragment shader (we need to use a unit not otherwise used by the
302 update_polygon_stipple_enable(struct softpipe_context
*softpipe
, unsigned prim
)
304 if (prim
== PIPE_PRIM_TRIANGLES
&&
305 softpipe
->fs_variant
->key
.polygon_stipple
) {
306 const unsigned unit
= softpipe
->fs_variant
->stipple_sampler_unit
;
309 softpipe
->samplers
[PIPE_SHADER_FRAGMENT
][unit
] = softpipe
->pstipple
.sampler
;
312 pipe_sampler_view_reference(&softpipe
->sampler_views
[PIPE_SHADER_FRAGMENT
][unit
],
313 softpipe
->pstipple
.sampler_view
);
315 sp_tex_tile_cache_set_sampler_view(softpipe
->tex_cache
[PIPE_SHADER_FRAGMENT
][unit
],
316 softpipe
->pstipple
.sampler_view
);
318 softpipe
->dirty
|= SP_NEW_SAMPLER
;
323 /* Hopefully this will remain quite simple, otherwise need to pull in
324 * something like the state tracker mechanism.
327 softpipe_update_derived(struct softpipe_context
*softpipe
, unsigned prim
)
329 struct softpipe_screen
*sp_screen
= softpipe_screen(softpipe
->pipe
.screen
);
331 /* Check for updated textures.
333 if (softpipe
->tex_timestamp
!= sp_screen
->timestamp
) {
334 softpipe
->tex_timestamp
= sp_screen
->timestamp
;
335 softpipe
->dirty
|= SP_NEW_TEXTURE
;
338 #if DO_PSTIPPLE_IN_HELPER_MODULE
339 if (softpipe
->dirty
& SP_NEW_STIPPLE
)
340 /* before updating samplers! */
341 update_polygon_stipple_pattern(softpipe
);
344 if (softpipe
->dirty
& (SP_NEW_RASTERIZER
|
346 update_fragment_shader(softpipe
, prim
);
348 #if DO_PSTIPPLE_IN_HELPER_MODULE
349 if (softpipe
->dirty
& (SP_NEW_RASTERIZER
|
352 update_polygon_stipple_enable(softpipe
, prim
);
355 if (softpipe
->dirty
& (SP_NEW_SAMPLER
|
359 update_tgsi_samplers( softpipe
);
361 if (softpipe
->dirty
& (SP_NEW_RASTERIZER
|
364 invalidate_vertex_layout( softpipe
);
366 if (softpipe
->dirty
& (SP_NEW_SCISSOR
|
369 compute_cliprect(softpipe
);
371 if (softpipe
->dirty
& (SP_NEW_BLEND
|
372 SP_NEW_DEPTH_STENCIL_ALPHA
|
375 sp_build_quad_pipeline(softpipe
);