* (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.
*/
static void
compute_vertex_info(struct llvmpipe_context *llvmpipe)
{
const struct lp_fragment_shader *lpfs = llvmpipe->fs;
- struct vertex_info *vinfo_vbuf = &llvmpipe->vertex_info_vbuf;
- const uint num = draw_num_vs_outputs(llvmpipe->draw);
+ struct vertex_info *vinfo = &llvmpipe->vertex_info;
+ struct lp_shader_input *inputs = llvmpipe->inputs;
+ unsigned vs_index;
uint i;
- /* Tell draw_vbuf to simply emit the whole post-xform vertex as-is.
- *
- * Not really sure if this is the best approach.
+ /*
+ * Match FS inputs against VS outputs, emitting the necessary attributes.
*/
- vinfo_vbuf->num_attribs = 0;
- for (i = 0; i < num; i++) {
- draw_emit_vertex_attr(vinfo_vbuf, EMIT_4F, INTERP_PERSPECTIVE, i);
- }
- draw_compute_vertex_size(vinfo_vbuf);
-
- lp_setup_set_vertex_info(llvmpipe->setup, vinfo_vbuf);
+ vinfo->num_attribs = 0;
-/*
- llvmpipe->psize_slot = draw_find_vs_output(llvmpipe->draw,
- TGSI_SEMANTIC_PSIZE, 0);
-*/
+ vs_index = draw_find_shader_output(llvmpipe->draw,
+ TGSI_SEMANTIC_POSITION,
+ 0);
- /* Now match FS inputs against emitted vertex data. It's also
- * entirely possible to just have a fixed layout for FS input,
- * determined by the fragment shader itself, and adjust the draw
- * outputs to match that.
- */
- {
- struct lp_shader_input inputs[PIPE_MAX_SHADER_INPUTS];
+ draw_emit_vertex_attr(vinfo, EMIT_4F, INTERP_PERSPECTIVE, vs_index);
- for (i = 0; i < lpfs->info.num_inputs; i++) {
+ for (i = 0; i < lpfs->info.num_inputs; i++) {
+ /*
+ * Search for each input in current vs output:
+ */
- /* This can be precomputed, except for flatshade:
- */
- switch (lpfs->info.input_semantic_name[i]) {
- case TGSI_SEMANTIC_FACE:
- inputs[i].interp = LP_INTERP_FACING;
- break;
- case TGSI_SEMANTIC_POSITION:
- inputs[i].interp = LP_INTERP_POSITION;
- break;
- case TGSI_SEMANTIC_COLOR:
- /* Colors are linearly 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;
- else
- inputs[i].interp = LP_INTERP_LINEAR;
- break;
-
- default:
- 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;
- }
- }
-
- /* 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]);
+ 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.
*/
- inputs[i].src_index =
- draw_find_vs_output(llvmpipe->draw,
- lpfs->info.input_semantic_name[i],
- lpfs->info.input_semantic_index[i]);
+ vs_index = 0;
}
- lp_setup_set_fs_inputs(llvmpipe->setup,
- inputs,
- lpfs->info.num_inputs);
- }
-}
+ /* 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;
+ }
+ 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;
+ }
-/**
- * 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;
+ /*
+ * Emit the requested fs attribute for all but position.
+ */
- /* LP_NEW_RASTERIZER
+ 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.
*/
- if (lp->rasterizer->scissor) {
+ vs_index = draw_find_shader_output(llvmpipe->draw,
+ TGSI_SEMANTIC_PSIZE, 0);
- /* 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);
+ if (vs_index > 0) {
+ llvmpipe->psize_slot = vinfo->num_attribs;
+ draw_emit_vertex_attr(vinfo, EMIT_4F, INTERP_CONSTANT, vs_index);
}
- else {
- /* clip to surface bounds */
- lp->cliprect.minx = 0;
- lp->cliprect.miny = 0;
- lp->cliprect.maxx = surfWidth;
- lp->cliprect.maxy = surfHeight;
- }
-}
+ llvmpipe->num_inputs = lpfs->info.num_inputs;
-#if 0
-static void
-update_culling(struct llvmpipe_context *lp)
-{
- struct lp_setup_context *setup = lp->setup;
+ draw_compute_vertex_size(vinfo);
- if (lp->reduced_api_prim == PIPE_PRIM_TRIANGLES &&
- lp->rasterizer->fill_cw == PIPE_POLYGON_MODE_FILL &&
- lp->rasterizer->fill_ccw == PIPE_POLYGON_MODE_FILL) {
- /* we'll do culling */
- setup->winding = lp->rasterizer->cull_mode;
- }
- else {
- /* 'draw' will do culling */
- setup->winding = PIPE_WINDING_NONE;
- }
+ lp_setup_set_vertex_info(llvmpipe->setup, vinfo);
+
+ lp_setup_set_fs_inputs(llvmpipe->setup,
+ inputs,
+ lpfs->info.num_inputs);
}
-#endif
-/* 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 )
*/
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_RASTERIZER |
LP_NEW_VS))
compute_vertex_info( llvmpipe );
- if (llvmpipe->dirty & (LP_NEW_SCISSOR |
- LP_NEW_RASTERIZER |
- LP_NEW_FRAMEBUFFER))
- compute_cliprect(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_DEPTH_STENCIL_ALPHA)
+ 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].buffer);
-
- if (llvmpipe->dirty & LP_NEW_TEXTURE)
- lp_setup_set_sampler_textures(llvmpipe->setup,
- llvmpipe->num_textures,
- llvmpipe->texture);
+ 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;
}