static void
invalidate_vertex_layout(struct softpipe_context *softpipe)
{
- softpipe->vertex_info.num_attribs = 0;
+ softpipe->setup_info.valid = 0;
}
* (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 *
-softpipe_get_vertex_info(struct softpipe_context *softpipe)
+static void
+softpipe_compute_vertex_info(struct softpipe_context *softpipe)
{
- struct vertex_info *vinfo = &softpipe->vertex_info;
+ struct sp_setup_info *sinfo = &softpipe->setup_info;
- if (vinfo->num_attribs == 0) {
- /* compute vertex layout now */
+ if (sinfo->valid == 0) {
const struct tgsi_shader_info *fsInfo = &softpipe->fs_variant->info;
- struct vertex_info *vinfo_vbuf = &softpipe->vertex_info_vbuf;
- const uint num = draw_num_shader_outputs(softpipe->draw);
+ struct vertex_info *vinfo = &softpipe->vertex_info;
uint i;
-
- /* 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.
+ int vs_index;
+ /*
+ * This doesn't quite work right (wrt face injection, prim id,
+ * wide points) - hit a couple assertions, misrenderings plus
+ * memory corruption. Albeit could fix (the former two) by calling
+ * this "more often" (rasterizer changes etc.). (The latter would
+ * need to be included in draw_prepare_shader_outputs, but it looks
+ * like that would potentially allocate quite some unused additional
+ * vertex outputs.)
+ * draw_prepare_shader_outputs(softpipe->draw);
*/
- 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);
/*
- * Loop over fragment shader inputs, searching for the matching output
- * from the vertex shader.
+ * 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).
*/
+ softpipe->viewport_index_slot = -1;
+ softpipe->layer_slot = -1;
+ softpipe->psize_slot = -1;
+
vinfo->num_attribs = 0;
+
+ /*
+ * Put position always first (setup needs it there).
+ */
+ vs_index = draw_find_shader_output(softpipe->draw,
+ TGSI_SEMANTIC_POSITION, 0);
+
+ draw_emit_vertex_attr(vinfo, EMIT_4F, vs_index);
+
+ /*
+ * Match FS inputs against VS outputs, emitting the necessary
+ * attributes.
+ */
for (i = 0; i < fsInfo->num_inputs; i++) {
- int src;
- enum interp_mode interp = INTERP_LINEAR;
+ enum sp_interp_mode interp = SP_INTERP_LINEAR;
switch (fsInfo->input_interpolate[i]) {
case TGSI_INTERPOLATE_CONSTANT:
- interp = INTERP_CONSTANT;
+ interp = SP_INTERP_CONSTANT;
break;
case TGSI_INTERPOLATE_LINEAR:
- interp = INTERP_LINEAR;
+ interp = SP_INTERP_LINEAR;
break;
case TGSI_INTERPOLATE_PERSPECTIVE:
- interp = INTERP_PERSPECTIVE;
+ interp = SP_INTERP_PERSPECTIVE;
break;
case TGSI_INTERPOLATE_COLOR:
assert(fsInfo->input_semantic_name[i] == TGSI_SEMANTIC_COLOR);
switch (fsInfo->input_semantic_name[i]) {
case TGSI_SEMANTIC_POSITION:
- interp = INTERP_POS;
+ interp = SP_INTERP_POS;
break;
case TGSI_SEMANTIC_COLOR:
if (fsInfo->input_interpolate[i] == TGSI_INTERPOLATE_COLOR) {
if (softpipe->rasterizer->flatshade)
- interp = INTERP_CONSTANT;
+ interp = SP_INTERP_CONSTANT;
else
- interp = INTERP_PERSPECTIVE;
+ interp = SP_INTERP_PERSPECTIVE;
}
break;
}
- /* this includes texcoords and varying vars */
- src = draw_find_shader_output(softpipe->draw,
- fsInfo->input_semantic_name[i],
- fsInfo->input_semantic_index[i]);
- if (fsInfo->input_semantic_name[i] == TGSI_SEMANTIC_COLOR && src == -1)
- /* try and find a bcolor */
- src = draw_find_shader_output(softpipe->draw,
- TGSI_SEMANTIC_BCOLOR, fsInfo->input_semantic_index[i]);
+ /*
+ * Search for each input in current vs output:
+ */
+ vs_index = draw_find_shader_output(softpipe->draw,
+ fsInfo->input_semantic_name[i],
+ fsInfo->input_semantic_index[i]);
+
+ if (fsInfo->input_semantic_name[i] == TGSI_SEMANTIC_COLOR &&
+ vs_index == -1) {
+ /*
+ * try and find a bcolor.
+ * Note that if there's both front and back color, draw will
+ * have copied back to front color already.
+ */
+ vs_index = draw_find_shader_output(softpipe->draw,
+ TGSI_SEMANTIC_BCOLOR,
+ fsInfo->input_semantic_index[i]);
+ }
- draw_emit_vertex_attr(vinfo, EMIT_4F, interp, src);
+ sinfo->attrib[i].interp = interp;
+ /* extremely pointless index map */
+ sinfo->attrib[i].src_index = i + 1;
+ /*
+ * 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.)
+ */
+ if (fsInfo->input_semantic_name[i] ==
+ TGSI_SEMANTIC_VIEWPORT_INDEX) {
+ softpipe->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) {
+ softpipe->layer_slot = (int)vinfo->num_attribs;
+ draw_emit_vertex_attr(vinfo, EMIT_4F, vs_index);
+ /*
+ * 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.
+ */
+ } 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.
+ */
+ draw_emit_vertex_attr(vinfo, EMIT_4F, vs_index);
+ }
}
- softpipe->psize_slot = draw_find_shader_output(softpipe->draw,
- TGSI_SEMANTIC_PSIZE, 0);
- if (softpipe->psize_slot >= 0) {
- draw_emit_vertex_attr(vinfo, EMIT_4F, INTERP_CONSTANT,
- softpipe->psize_slot);
+ /* Figure out if we need pointsize as well.
+ */
+ vs_index = draw_find_shader_output(softpipe->draw,
+ TGSI_SEMANTIC_PSIZE, 0);
+
+ if (vs_index >= 0) {
+ softpipe->psize_slot = (int)vinfo->num_attribs;
+ draw_emit_vertex_attr(vinfo, EMIT_4F, vs_index);
+ }
+
+ /* Figure out if we need viewport index (if it wasn't already in fs input) */
+ if (softpipe->viewport_index_slot < 0) {
+ vs_index = draw_find_shader_output(softpipe->draw,
+ TGSI_SEMANTIC_VIEWPORT_INDEX,
+ 0);
+ if (vs_index >= 0) {
+ softpipe->viewport_index_slot =(int)vinfo->num_attribs;
+ draw_emit_vertex_attr(vinfo, EMIT_4F, vs_index);
+ }
+ }
+
+ /* Figure out if we need layer (if it wasn't already in fs input) */
+ if (softpipe->layer_slot < 0) {
+ vs_index = draw_find_shader_output(softpipe->draw,
+ TGSI_SEMANTIC_LAYER,
+ 0);
+ if (vs_index >= 0) {
+ softpipe->layer_slot = (int)vinfo->num_attribs;
+ draw_emit_vertex_attr(vinfo, EMIT_4F, vs_index);
+ }
}
draw_compute_vertex_size(vinfo);
+ softpipe->setup_info.valid = 1;
}
-
- return vinfo;
+ return;
}
/**
* Called from vbuf module.
*
- * Note that there's actually two different vertex layouts in softpipe.
- *
- * The normal one is computed in softpipe_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 softpipe vbuf code begins drawing, the normal vertex layout
- * will come into play again.
+ * This will trigger validation of the vertex layout (and also compute
+ * the required information for setup).
*/
struct vertex_info *
softpipe_get_vbuf_vertex_info(struct softpipe_context *softpipe)
{
- (void) softpipe_get_vertex_info(softpipe);
- return &softpipe->vertex_info_vbuf;
+ softpipe_compute_vertex_info(softpipe);
+ return &softpipe->vertex_info;
}
static void
compute_cliprect(struct softpipe_context *sp)
{
+ unsigned i;
/* SP_NEW_FRAMEBUFFER
*/
uint surfWidth = sp->framebuffer.width;
uint surfHeight = sp->framebuffer.height;
- /* SP_NEW_RASTERIZER
- */
- if (sp->rasterizer->scissor) {
-
- /* SP_NEW_SCISSOR
- *
- * clip to scissor rect:
+ for (i = 0; i < PIPE_MAX_VIEWPORTS; i++) {
+ /* SP_NEW_RASTERIZER
*/
- sp->cliprect.minx = MAX2(sp->scissor.minx, 0);
- sp->cliprect.miny = MAX2(sp->scissor.miny, 0);
- sp->cliprect.maxx = MIN2(sp->scissor.maxx, surfWidth);
- sp->cliprect.maxy = MIN2(sp->scissor.maxy, surfHeight);
- }
- else {
- /* clip to surface bounds */
- sp->cliprect.minx = 0;
- sp->cliprect.miny = 0;
- sp->cliprect.maxx = surfWidth;
- sp->cliprect.maxy = surfHeight;
+ if (sp->rasterizer->scissor) {
+
+ /* SP_NEW_SCISSOR
+ *
+ * clip to scissor rect:
+ */
+ sp->cliprect[i].minx = MAX2(sp->scissors[i].minx, 0);
+ sp->cliprect[i].miny = MAX2(sp->scissors[i].miny, 0);
+ sp->cliprect[i].maxx = MIN2(sp->scissors[i].maxx, surfWidth);
+ sp->cliprect[i].maxy = MIN2(sp->scissors[i].maxy, surfHeight);
+ }
+ else {
+ /* clip to surface bounds */
+ sp->cliprect[i].minx = 0;
+ sp->cliprect[i].miny = 0;
+ sp->cliprect[i].maxx = surfWidth;
+ sp->cliprect[i].maxy = surfHeight;
+ }
}
}
static void
set_shader_sampler(struct softpipe_context *softpipe,
- unsigned shader,
+ enum pipe_shader_type shader,
int max_sampler)
{
int i;
}
}
+void
+softpipe_update_compute_samplers(struct softpipe_context *softpipe)
+{
+ set_shader_sampler(softpipe, PIPE_SHADER_COMPUTE, softpipe->cs->max_sampler);
+}
+
static void
update_tgsi_samplers( struct softpipe_context *softpipe )
{
}
/* XXX is this really necessary here??? */
- for (sh = 0; sh < Elements(softpipe->tex_cache); sh++) {
+ for (sh = 0; sh < ARRAY_SIZE(softpipe->tex_cache); sh++) {
for (i = 0; i < PIPE_MAX_SAMPLERS; i++) {
struct softpipe_tex_tile_cache *tc = softpipe->tex_cache[sh][i];
if (tc && tc->texture) {
softpipe->fs_variant->prepare(softpipe->fs_variant,
softpipe->fs_machine,
(struct tgsi_sampler *) softpipe->
- tgsi.sampler[PIPE_SHADER_FRAGMENT]);
+ tgsi.sampler[PIPE_SHADER_FRAGMENT],
+ (struct tgsi_image *)softpipe->tgsi.image[PIPE_SHADER_FRAGMENT],
+ (struct tgsi_buffer *)softpipe->tgsi.buffer[PIPE_SHADER_FRAGMENT]);
}
else {
softpipe->fs_variant = NULL;
if (softpipe->dirty & (SP_NEW_BLEND |
SP_NEW_DEPTH_STENCIL_ALPHA |
SP_NEW_FRAMEBUFFER |
+ SP_NEW_STIPPLE |
SP_NEW_FS))
sp_build_quad_pipeline(softpipe);