/**************************************************************************
*
- * Copyright 2003 Tungsten Graphics, Inc., Cedar Park, Texas.
+ * Copyright 2003 VMware, Inc.
* All Rights Reserved.
*
* Permission is hereby granted, free of charge, to any person obtaining a
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT.
- * IN NO EVENT SHALL TUNGSTEN GRAPHICS AND/OR ITS SUPPLIERS BE LIABLE FOR
+ * IN NO EVENT SHALL VMWARE AND/OR ITS SUPPLIERS BE LIABLE FOR
* ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
static void
compute_vertex_info(struct llvmpipe_context *llvmpipe)
{
- const struct lp_fragment_shader *lpfs = llvmpipe->fs;
+ const struct tgsi_shader_info *fsInfo = &llvmpipe->fs->info.base;
struct vertex_info *vinfo = &llvmpipe->vertex_info;
- struct lp_shader_input *inputs = llvmpipe->inputs;
- unsigned vs_index;
+ int vs_index;
uint i;
+ draw_prepare_shader_outputs(llvmpipe->draw);
+
+ /*
+ * Those can't actually be 0 (because pos is always at 0).
+ * But use ints anyway to avoid confusion (in vs outputs, they
+ * can very well be at pos 0).
+ */
+ llvmpipe->color_slot[0] = -1;
+ llvmpipe->color_slot[1] = -1;
+ llvmpipe->bcolor_slot[0] = -1;
+ llvmpipe->bcolor_slot[1] = -1;
+ llvmpipe->viewport_index_slot = -1;
+ llvmpipe->layer_slot = -1;
+ llvmpipe->face_slot = -1;
+ llvmpipe->psize_slot = -1;
+
/*
- * Match FS inputs against VS outputs, emitting the necessary attributes.
+ * Match FS inputs against VS outputs, emitting the necessary
+ * attributes. Could cache these structs and look them up with a
+ * combination of fragment shader, vertex shader ids.
*/
vinfo->num_attribs = 0;
vs_index = draw_find_shader_output(llvmpipe->draw,
- TGSI_SEMANTIC_POSITION,
- 0);
+ TGSI_SEMANTIC_POSITION, 0);
- draw_emit_vertex_attr(vinfo, EMIT_4F, INTERP_PERSPECTIVE, vs_index);
+ draw_emit_vertex_attr(vinfo, EMIT_4F, vs_index);
- for (i = 0; i < lpfs->info.num_inputs; i++) {
+ for (i = 0; i < fsInfo->num_inputs; i++) {
/*
* Search for each input in current vs output:
*/
-
vs_index = draw_find_shader_output(llvmpipe->draw,
- lpfs->info.input_semantic_name[i],
- lpfs->info.input_semantic_index[i]);
+ fsInfo->input_semantic_name[i],
+ fsInfo->input_semantic_index[i]);
- /* This can be pre-computed, except for flatshade:
- */
- inputs[i].usage_mask = lpfs->info.input_usage_mask[i];
-
- switch (lpfs->info.input_interpolate[i]) {
- case TGSI_INTERPOLATE_CONSTANT:
- inputs[i].interp = LP_INTERP_CONSTANT;
- break;
- case TGSI_INTERPOLATE_LINEAR:
- inputs[i].interp = LP_INTERP_LINEAR;
- break;
- case TGSI_INTERPOLATE_PERSPECTIVE:
- inputs[i].interp = LP_INTERP_PERSPECTIVE;
- break;
- default:
- assert(0);
- break;
+ if (fsInfo->input_semantic_name[i] == TGSI_SEMANTIC_COLOR &&
+ fsInfo->input_semantic_index[i] < 2) {
+ int idx = fsInfo->input_semantic_index[i];
+ llvmpipe->color_slot[idx] = (int)vinfo->num_attribs;
}
- switch (lpfs->info.input_semantic_name[i]) {
- case TGSI_SEMANTIC_FACE:
- inputs[i].interp = LP_INTERP_FACING;
- break;
- case TGSI_SEMANTIC_POSITION:
- /* Position was already emitted above
- */
- inputs[i].interp = LP_INTERP_POSITION;
- inputs[i].src_index = 0;
- continue;
- case TGSI_SEMANTIC_COLOR:
- /* Colors are linearly inputs[i].interpolated in the fragment shader
- * even when flatshading is active. This just tells the
- * setup module to use coefficients with ddx==0 and
- * ddy==0.
+ if (fsInfo->input_semantic_name[i] == TGSI_SEMANTIC_FACE) {
+ llvmpipe->face_slot = (int)vinfo->num_attribs;
+ draw_emit_vertex_attr(vinfo, EMIT_4F, vs_index);
+ /*
+ * For vp index and layer, if the fs requires them but the vs doesn't
+ * provide them, draw (vbuf) will give us the required 0 (slot -1).
+ * (This means in this case we'll also use those slots in setup, which
+ * isn't necessary but they'll contain the correct (0) value.)
+ */
+ } else if (fsInfo->input_semantic_name[i] ==
+ TGSI_SEMANTIC_VIEWPORT_INDEX) {
+ llvmpipe->viewport_index_slot = (int)vinfo->num_attribs;
+ draw_emit_vertex_attr(vinfo, EMIT_4F, vs_index);
+ } else if (fsInfo->input_semantic_name[i] == TGSI_SEMANTIC_LAYER) {
+ llvmpipe->layer_slot = (int)vinfo->num_attribs;
+ draw_emit_vertex_attr(vinfo, EMIT_4F, vs_index);
+ } else {
+ /*
+ * Note that we'd actually want to skip position (as we won't use
+ * the attribute in the fs) but can't. The reason is that we don't
+ * actually have an input/output map for setup (even though it looks
+ * like we do...). Could adjust for this though even without a map
+ * (in llvmpipe_create_fs_state()).
*/
- if (llvmpipe->rasterizer->flatshade)
- inputs[i].interp = LP_INTERP_CONSTANT;
- break;
+ draw_emit_vertex_attr(vinfo, EMIT_4F, vs_index);
+ }
+ }
- default:
- break;
+ /* Figure out if we need bcolor as well.
+ */
+ for (i = 0; i < 2; i++) {
+ vs_index = draw_find_shader_output(llvmpipe->draw,
+ TGSI_SEMANTIC_BCOLOR, i);
+
+ if (vs_index >= 0) {
+ llvmpipe->bcolor_slot[i] = (int)vinfo->num_attribs;
+ draw_emit_vertex_attr(vinfo, EMIT_4F, vs_index);
}
+ }
- /*
- * Emit the requested fs attribute for all but position.
- */
+ /* Figure out if we need pointsize as well.
+ */
+ vs_index = draw_find_shader_output(llvmpipe->draw,
+ TGSI_SEMANTIC_PSIZE, 0);
- inputs[i].src_index = vinfo->num_attribs;
- draw_emit_vertex_attr(vinfo, EMIT_4F, INTERP_PERSPECTIVE, vs_index);
+ if (vs_index >= 0) {
+ llvmpipe->psize_slot = (int)vinfo->num_attribs;
+ draw_emit_vertex_attr(vinfo, EMIT_4F, vs_index);
}
- llvmpipe->num_inputs = lpfs->info.num_inputs;
- draw_compute_vertex_size(vinfo);
+ /* Figure out if we need viewport index (if it wasn't already in fs input) */
+ if (llvmpipe->viewport_index_slot < 0) {
+ vs_index = draw_find_shader_output(llvmpipe->draw,
+ TGSI_SEMANTIC_VIEWPORT_INDEX,
+ 0);
+ if (vs_index >= 0) {
+ llvmpipe->viewport_index_slot =(int)vinfo->num_attribs;
+ draw_emit_vertex_attr(vinfo, EMIT_4F, vs_index);
+ }
+ }
- lp_setup_set_vertex_info(llvmpipe->setup, vinfo);
+ /* Figure out if we need layer (if it wasn't already in fs input) */
+ if (llvmpipe->layer_slot < 0) {
+ vs_index = draw_find_shader_output(llvmpipe->draw,
+ TGSI_SEMANTIC_LAYER,
+ 0);
+ if (vs_index >= 0) {
+ llvmpipe->layer_slot = (int)vinfo->num_attribs;
+ draw_emit_vertex_attr(vinfo, EMIT_4F, vs_index);
+ }
+ }
- lp_setup_set_fs_inputs(llvmpipe->setup,
- inputs,
- lpfs->info.num_inputs);
+ draw_compute_vertex_size(vinfo);
+ lp_setup_set_vertex_info(llvmpipe->setup, vinfo);
}
llvmpipe->tex_timestamp = lp_screen->timestamp;
llvmpipe->dirty |= LP_NEW_SAMPLER_VIEW;
}
-
+
+ /* This needs LP_NEW_RASTERIZER because of draw_prepare_shader_outputs(). */
if (llvmpipe->dirty & (LP_NEW_RASTERIZER |
LP_NEW_FS |
+ LP_NEW_GS |
+ LP_NEW_TCS |
+ LP_NEW_TES |
LP_NEW_VS))
- compute_vertex_info( llvmpipe );
+ compute_vertex_info(llvmpipe);
if (llvmpipe->dirty & (LP_NEW_FS |
+ LP_NEW_FRAMEBUFFER |
LP_NEW_BLEND |
LP_NEW_SCISSOR |
LP_NEW_DEPTH_STENCIL_ALPHA |
LP_NEW_RASTERIZER |
LP_NEW_SAMPLER |
LP_NEW_SAMPLER_VIEW |
- LP_NEW_QUERY))
- llvmpipe_update_fs( llvmpipe );
+ LP_NEW_OCCLUSION_QUERY))
+ llvmpipe_update_fs(llvmpipe);
+
+ if (llvmpipe->dirty & (LP_NEW_FS |
+ LP_NEW_FRAMEBUFFER |
+ LP_NEW_RASTERIZER |
+ LP_NEW_DEPTH_STENCIL_ALPHA)) {
+
+ /*
+ * Rasterization is disabled if there is no pixel shader and
+ * both depth and stencil testing are disabled:
+ * http://msdn.microsoft.com/en-us/library/windows/desktop/bb205125
+ * FIXME: set rasterizer_discard in state tracker instead.
+ */
+ boolean null_fs = !llvmpipe->fs ||
+ llvmpipe->fs->info.base.num_instructions <= 1;
+ boolean discard =
+ (llvmpipe->sample_mask & 1) == 0 ||
+ (llvmpipe->rasterizer ? llvmpipe->rasterizer->rasterizer_discard : FALSE) ||
+ (null_fs &&
+ !llvmpipe->depth_stencil->depth.enabled &&
+ !llvmpipe->depth_stencil->stencil[0].enabled);
+ lp_setup_set_rasterizer_discard(llvmpipe->setup, discard);
+ }
+
+ if (llvmpipe->dirty & (LP_NEW_FS |
+ LP_NEW_FRAMEBUFFER |
+ LP_NEW_RASTERIZER))
+ llvmpipe_update_setup( llvmpipe );
if (llvmpipe->dirty & LP_NEW_BLEND_COLOR)
lp_setup_set_blend_color(llvmpipe->setup,
&llvmpipe->blend_color);
if (llvmpipe->dirty & LP_NEW_SCISSOR)
- lp_setup_set_scissor(llvmpipe->setup, &llvmpipe->scissor);
+ lp_setup_set_scissors(llvmpipe->setup, llvmpipe->scissors);
if (llvmpipe->dirty & LP_NEW_DEPTH_STENCIL_ALPHA) {
lp_setup_set_alpha_ref_value(llvmpipe->setup,
llvmpipe->stencil_ref.ref_value);
}
- if (llvmpipe->dirty & LP_NEW_CONSTANTS)
- lp_setup_set_fs_constants(llvmpipe->setup,
- llvmpipe->constants[PIPE_SHADER_FRAGMENT][0]);
+ if (llvmpipe->dirty & LP_NEW_FS_CONSTANTS)
+ lp_setup_set_fs_constants(llvmpipe->setup,
+ ARRAY_SIZE(llvmpipe->constants[PIPE_SHADER_FRAGMENT]),
+ llvmpipe->constants[PIPE_SHADER_FRAGMENT]);
+
+ if (llvmpipe->dirty & LP_NEW_FS_SSBOS)
+ lp_setup_set_fs_ssbos(llvmpipe->setup,
+ ARRAY_SIZE(llvmpipe->ssbos[PIPE_SHADER_FRAGMENT]),
+ llvmpipe->ssbos[PIPE_SHADER_FRAGMENT]);
+
+ if (llvmpipe->dirty & LP_NEW_FS_IMAGES)
+ lp_setup_set_fs_images(llvmpipe->setup,
+ ARRAY_SIZE(llvmpipe->images[PIPE_SHADER_FRAGMENT]),
+ llvmpipe->images[PIPE_SHADER_FRAGMENT]);
- if (llvmpipe->dirty & LP_NEW_SAMPLER_VIEW)
- lp_setup_set_fragment_sampler_views(llvmpipe->setup,
- llvmpipe->num_fragment_sampler_views,
- llvmpipe->fragment_sampler_views);
+ if (llvmpipe->dirty & (LP_NEW_SAMPLER_VIEW))
+ lp_setup_set_fragment_sampler_views(llvmpipe->setup,
+ llvmpipe->num_sampler_views[PIPE_SHADER_FRAGMENT],
+ llvmpipe->sampler_views[PIPE_SHADER_FRAGMENT]);
+
+ if (llvmpipe->dirty & (LP_NEW_SAMPLER))
+ lp_setup_set_fragment_sampler_state(llvmpipe->setup,
+ llvmpipe->num_samplers[PIPE_SHADER_FRAGMENT],
+ llvmpipe->samplers[PIPE_SHADER_FRAGMENT]);
+
+ if (llvmpipe->dirty & LP_NEW_VIEWPORT) {
+ /*
+ * Update setup and fragment's view of the active viewport state.
+ *
+ * XXX TODO: It is possible to only loop over the active viewports
+ * instead of all viewports (PIPE_MAX_VIEWPORTS).
+ */
+ lp_setup_set_viewports(llvmpipe->setup,
+ PIPE_MAX_VIEWPORTS,
+ llvmpipe->viewports);
+ }
llvmpipe->dirty = 0;
}