draw: corrections to allow for different cliptest cases
[mesa.git] / src / gallium / drivers / llvmpipe / lp_state_derived.c
index 6c1ef6bc42d827484788e4c4aaf1d4a79c62c8e9..d2be22d7fc588e84fef758ec8a8551b79634dadc 100644 (file)
 #include "draw/draw_private.h"
 #include "lp_context.h"
 #include "lp_screen.h"
-#include "lp_tex_cache.h"
+#include "lp_setup.h"
 #include "lp_state.h"
 
 
-/**
- * Mark the current vertex layout as "invalid".
- * We'll validate the vertex layout later, when we start to actually
- * render a point or line or tri.
- */
-static void
-invalidate_vertex_layout(struct llvmpipe_context *llvmpipe)
-{
-   llvmpipe->vertex_info.num_attribs =  0;
-}
-
 
 /**
  * The vertex info describes how to convert the post-transformed vertices
  * (simple float[][4]) used by the 'draw' module into vertices for
  * rasterization.
  *
- * This function validates the vertex layout and returns a pointer to a
- * vertex_info object.
+ * This function validates the vertex layout.
  */
-struct vertex_info *
-llvmpipe_get_vertex_info(struct llvmpipe_context *llvmpipe)
+static void
+compute_vertex_info(struct llvmpipe_context *llvmpipe)
 {
+   const struct lp_fragment_shader *lpfs = llvmpipe->fs;
    struct vertex_info *vinfo = &llvmpipe->vertex_info;
+   struct lp_shader_input *inputs = llvmpipe->inputs;
+   unsigned vs_index;
+   uint i;
 
-   if (vinfo->num_attribs == 0) {
-      /* compute vertex layout now */
-      const struct lp_fragment_shader *lpfs = llvmpipe->fs;
-      struct vertex_info *vinfo_vbuf = &llvmpipe->vertex_info_vbuf;
-      const uint num = draw_current_shader_outputs(llvmpipe->draw);
-      uint i;
+   /*
+    * Match FS inputs against VS outputs, emitting the necessary attributes.
+    */
+
+   vinfo->num_attribs = 0;
+
+   vs_index = draw_find_shader_output(llvmpipe->draw,
+                                       TGSI_SEMANTIC_POSITION,
+                                       0);
 
-      /* Tell draw_vbuf to simply emit the whole post-xform vertex
-       * as-is.  No longer any need to try and emit draw vertex_header
-       * info.
+   draw_emit_vertex_attr(vinfo, EMIT_4F, INTERP_PERSPECTIVE, vs_index);
+
+   for (i = 0; i < lpfs->info.num_inputs; i++) {
+      /*
+       * Search for each input in current vs output:
        */
-      vinfo_vbuf->num_attribs = 0;
-      for (i = 0; i < num; i++) {
-        draw_emit_vertex_attr(vinfo_vbuf, EMIT_4F, INTERP_PERSPECTIVE, i);
+
+      vs_index = draw_find_shader_output(llvmpipe->draw,
+                                         lpfs->info.input_semantic_name[i],
+                                         lpfs->info.input_semantic_index[i]);
+      if (vs_index < 0) {
+         /*
+          * This can happen with sprite coordinates - the vertex
+          * shader doesn't need to provide an output as we generate
+          * them internally.  However, lets keep pretending that there
+          * is something there to not confuse other code.
+          */
+         vs_index = 0;
       }
-      draw_compute_vertex_size(vinfo_vbuf);
 
-      /*
-       * Loop over fragment shader inputs, searching for the matching output
-       * from the vertex shader.
+      /* This can be pre-computed, except for flatshade:
        */
-      vinfo->num_attribs = 0;
-      for (i = 0; i < lpfs->info.num_inputs; i++) {
-         int src;
-         enum interp_mode interp;
-
-         switch (lpfs->info.input_interpolate[i]) {
-         case TGSI_INTERPOLATE_CONSTANT:
-            interp = INTERP_CONSTANT;
-            break;
-         case TGSI_INTERPOLATE_LINEAR:
-            interp = INTERP_LINEAR;
-            break;
-         case TGSI_INTERPOLATE_PERSPECTIVE:
-            interp = INTERP_PERSPECTIVE;
-            break;
-         default:
-            assert(0);
-            interp = INTERP_LINEAR;
-         }
-
-         switch (lpfs->info.input_semantic_name[i]) {
-         case TGSI_SEMANTIC_POSITION:
-            interp = INTERP_POS;
-            break;
-
-         case TGSI_SEMANTIC_COLOR:
-            if (llvmpipe->rasterizer->flatshade) {
-               interp = INTERP_CONSTANT;
-            }
-            break;
-         }
-
-         /* this includes texcoords and varying vars */
-         src = draw_find_shader_output(llvmpipe->draw,
-                                   lpfs->info.input_semantic_name[i],
-                                   lpfs->info.input_semantic_index[i]);
-         draw_emit_vertex_attr(vinfo, EMIT_4F, interp, src);
+      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;
       }
 
-      llvmpipe->psize_slot = draw_find_shader_output(llvmpipe->draw,
-                                                 TGSI_SEMANTIC_PSIZE, 0);
-      if (llvmpipe->psize_slot > 0) {
-         draw_emit_vertex_attr(vinfo, EMIT_4F, INTERP_CONSTANT,
-                               llvmpipe->psize_slot);
+      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 (llvmpipe->rasterizer->flatshade)
+            inputs[i].interp = LP_INTERP_CONSTANT;
+         break;
+
+      default:
+         break;
       }
 
-      draw_compute_vertex_size(vinfo);
-   }
+      /*
+       * Emit the requested fs attribute for all but position.
+       */
 
-   return vinfo;
-}
+      inputs[i].src_index = vinfo->num_attribs;
+      draw_emit_vertex_attr(vinfo, EMIT_4F, INTERP_PERSPECTIVE, vs_index);
+   }
 
+   /* Figure out if we need pointsize as well.
+    */
+   vs_index = draw_find_shader_output(llvmpipe->draw,
+                                      TGSI_SEMANTIC_PSIZE, 0);
 
-/**
- * Called from vbuf module.
- *
- * Note that there's actually two different vertex layouts in llvmpipe.
- *
- * The normal one is computed in llvmpipe_get_vertex_info() above and is
- * used by the point/line/tri "setup" code.
- *
- * The other one (this one) is only used by the vbuf module (which is
- * not normally used by default but used in testing).  For the vbuf module,
- * we basically want to pass-through the draw module's vertex layout as-is.
- * When the llvmpipe vbuf code begins drawing, the normal vertex layout
- * will come into play again.
- */
-struct vertex_info *
-llvmpipe_get_vbuf_vertex_info(struct llvmpipe_context *llvmpipe)
-{
-   (void) llvmpipe_get_vertex_info(llvmpipe);
-   return &llvmpipe->vertex_info_vbuf;
-}
+   if (vs_index > 0) {
+      llvmpipe->psize_slot = vinfo->num_attribs;
+      draw_emit_vertex_attr(vinfo, EMIT_4F, INTERP_CONSTANT, vs_index);
+   }
 
+   llvmpipe->num_inputs = lpfs->info.num_inputs;
 
-/**
- * Recompute cliprect from scissor bounds, scissor enable and surface size.
- */
-static void
-compute_cliprect(struct llvmpipe_context *lp)
-{
-   /* LP_NEW_FRAMEBUFFER
-    */
-   uint surfWidth = lp->framebuffer.width;
-   uint surfHeight = lp->framebuffer.height;
+   draw_compute_vertex_size(vinfo);
 
-   /* LP_NEW_RASTERIZER
-    */
-   if (lp->rasterizer->scissor) {
+   lp_setup_set_vertex_info(llvmpipe->setup, vinfo);
 
-      /* LP_NEW_SCISSOR
-       *
-       * clip to scissor rect:
-       */
-      lp->cliprect.minx = MAX2(lp->scissor.minx, 0);
-      lp->cliprect.miny = MAX2(lp->scissor.miny, 0);
-      lp->cliprect.maxx = MIN2(lp->scissor.maxx, surfWidth);
-      lp->cliprect.maxy = MIN2(lp->scissor.maxy, surfHeight);
-   }
-   else {
-      /* clip to surface bounds */
-      lp->cliprect.minx = 0;
-      lp->cliprect.miny = 0;
-      lp->cliprect.maxx = surfWidth;
-      lp->cliprect.maxy = surfHeight;
-   }
+   lp_setup_set_fs_inputs(llvmpipe->setup,
+                          inputs,
+                          lpfs->info.num_inputs);
 }
 
 
-/* Hopefully this will remain quite simple, otherwise need to pull in
+/**
+ * Handle state changes.
+ * Called just prior to drawing anything (pipe::draw_arrays(), etc).
+ *
+ * Hopefully this will remain quite simple, otherwise need to pull in
  * something like the state tracker mechanism.
  */
 void llvmpipe_update_derived( struct llvmpipe_context *llvmpipe )
@@ -203,31 +172,49 @@ void llvmpipe_update_derived( struct llvmpipe_context *llvmpipe )
     */
    if (llvmpipe->tex_timestamp != lp_screen->timestamp) {
       llvmpipe->tex_timestamp = lp_screen->timestamp;
-      llvmpipe->dirty |= LP_NEW_TEXTURE;
+      llvmpipe->dirty |= LP_NEW_SAMPLER_VIEW;
    }
       
-   if (llvmpipe->dirty & (LP_NEW_SAMPLER |
-                          LP_NEW_TEXTURE)) {
-      /* TODO */
-   }
-
    if (llvmpipe->dirty & (LP_NEW_RASTERIZER |
                           LP_NEW_FS |
                           LP_NEW_VS))
-      invalidate_vertex_layout( llvmpipe );
-
-   if (llvmpipe->dirty & (LP_NEW_SCISSOR |
-                          LP_NEW_RASTERIZER |
-                          LP_NEW_FRAMEBUFFER))
-      compute_cliprect(llvmpipe);
+      compute_vertex_info( llvmpipe );
 
    if (llvmpipe->dirty & (LP_NEW_FS |
                           LP_NEW_BLEND |
+                          LP_NEW_SCISSOR |
                           LP_NEW_DEPTH_STENCIL_ALPHA |
+                          LP_NEW_RASTERIZER |
                           LP_NEW_SAMPLER |
-                          LP_NEW_TEXTURE))
+                          LP_NEW_SAMPLER_VIEW |
+                          LP_NEW_QUERY))
       llvmpipe_update_fs( 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);
+
+   if (llvmpipe->dirty & LP_NEW_DEPTH_STENCIL_ALPHA) {
+      lp_setup_set_alpha_ref_value(llvmpipe->setup, 
+                                   llvmpipe->depth_stencil->alpha.ref_value);
+      lp_setup_set_stencil_ref_values(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_SAMPLER_VIEW |
+                          LP_NEW_SAMPLER))
+      lp_setup_set_fragment_sampler_views(llvmpipe->setup,
+                                          llvmpipe->num_fragment_sampler_views,
+                                          llvmpipe->fragment_sampler_views,
+                                          llvmpipe->sampler);
 
    llvmpipe->dirty = 0;
 }
+