{
const struct lp_fragment_shader *lpfs = llvmpipe->fs;
struct vertex_info *vinfo = &llvmpipe->vertex_info;
- const uint num = draw_num_shader_outputs(llvmpipe->draw);
+ int vs_index;
uint i;
- /* Tell setup to tell the draw module to simply emit the whole
- * post-xform vertex as-is.
- *
- * Not really sure if this is the best approach.
+ llvmpipe->color_slot[0] = -1;
+ llvmpipe->color_slot[1] = -1;
+ llvmpipe->bcolor_slot[0] = -1;
+ llvmpipe->bcolor_slot[1] = -1;
+
+ /*
+ * 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;
- for (i = 0; i < num; i++) {
- draw_emit_vertex_attr(vinfo, EMIT_4F, INTERP_PERSPECTIVE, i);
- }
- draw_compute_vertex_size(vinfo);
+ vs_index = draw_find_shader_output(llvmpipe->draw,
+ TGSI_SEMANTIC_POSITION,
+ 0);
- lp_setup_set_vertex_info(llvmpipe->setup, vinfo);
+ draw_emit_vertex_attr(vinfo, EMIT_4F, INTERP_PERSPECTIVE, vs_index);
+
+ for (i = 0; i < lpfs->info.base.num_inputs; i++) {
+ /*
+ * Search for each input in current vs output:
+ */
-/*
- llvmpipe->psize_slot = draw_find_vs_output(llvmpipe->draw,
- TGSI_SEMANTIC_PSIZE, 0);
-*/
+ vs_index = draw_find_shader_output(llvmpipe->draw,
+ lpfs->info.base.input_semantic_name[i],
+ lpfs->info.base.input_semantic_index[i]);
- /* 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.
+ if (lpfs->info.base.input_semantic_name[i] == TGSI_SEMANTIC_COLOR &&
+ lpfs->info.base.input_semantic_index[i] < 2) {
+ int idx = lpfs->info.base.input_semantic_index[i];
+ llvmpipe->color_slot[idx] = (int)vinfo->num_attribs;
+ }
+
+ /*
+ * Emit the requested fs attribute for all but position.
+ */
+ draw_emit_vertex_attr(vinfo, EMIT_4F, INTERP_PERSPECTIVE, vs_index);
+ }
+
+ /* Figure out if we need bcolor as well.
*/
- {
- struct lp_shader_input inputs[PIPE_MAX_SHADER_INPUTS];
-
- for (i = 0; i < lpfs->info.num_inputs; i++) {
-
- /* 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:
- */
- inputs[i].src_index =
- draw_find_shader_output(llvmpipe->draw,
- lpfs->info.input_semantic_name[i],
- lpfs->info.input_semantic_index[i]);
+ 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, INTERP_PERSPECTIVE, vs_index);
}
+ }
+
- lp_setup_set_fs_inputs(llvmpipe->setup,
- inputs,
- lpfs->info.num_inputs);
+ /* Figure out if we need pointsize as well.
+ */
+ vs_index = draw_find_shader_output(llvmpipe->draw,
+ TGSI_SEMANTIC_PSIZE, 0);
+
+ if (vs_index >= 0) {
+ llvmpipe->psize_slot = vinfo->num_attribs;
+ draw_emit_vertex_attr(vinfo, EMIT_4F, INTERP_CONSTANT, vs_index);
+ }
+
+ /* Figure out if we need viewport index */
+ vs_index = draw_find_shader_output(llvmpipe->draw,
+ TGSI_SEMANTIC_VIEWPORT_INDEX,
+ 0);
+ if (vs_index >= 0) {
+ llvmpipe->viewport_index_slot = vinfo->num_attribs;
+ draw_emit_vertex_attr(vinfo, EMIT_4F, INTERP_CONSTANT, vs_index);
+ } else {
+ llvmpipe->viewport_index_slot = 0;
}
+
+ /* Figure out if we need layer */
+ vs_index = draw_find_shader_output(llvmpipe->draw,
+ TGSI_SEMANTIC_LAYER,
+ 0);
+ if (vs_index >= 0) {
+ llvmpipe->layer_slot = vinfo->num_attribs;
+ draw_emit_vertex_attr(vinfo, EMIT_4F, INTERP_CONSTANT, vs_index);
+ } else {
+ llvmpipe->layer_slot = 0;
+ }
+
+
+ draw_compute_vertex_size(vinfo);
+ lp_setup_set_vertex_info(llvmpipe->setup, vinfo);
}
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_SAMPLER_VIEW |
+ LP_NEW_OCCLUSION_QUERY))
llvmpipe_update_fs( llvmpipe );
+ if (llvmpipe->dirty & (LP_NEW_FS |
+ 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,
}
if (llvmpipe->dirty & LP_NEW_CONSTANTS)
- lp_setup_set_fs_constants(llvmpipe->setup,
+ lp_setup_set_fs_constants(llvmpipe->setup,
+ Elements(llvmpipe->constants[PIPE_SHADER_FRAGMENT]),
llvmpipe->constants[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]);
llvmpipe->dirty = 0;
}