cso_cache/cso_context.c \
cso_cache/cso_hash.c \
draw/draw_context.c \
+ draw/draw_fs.c \
draw/draw_gs.c \
draw/draw_pipe.c \
draw/draw_pipe_aaline.c \
'cso_cache/cso_context.c',
'cso_cache/cso_hash.c',
'draw/draw_context.c',
+ 'draw/draw_fs.c',
'draw/draw_gs.c',
'draw/draw_pipe.c',
'draw/draw_pipe_aaline.c',
}
+
+/**
+ * Allocate an extra vertex/geometry shader vertex attribute.
+ * This is used by some of the optional draw module stages such
+ * as wide_point which may need to allocate additional generic/texcoord
+ * attributes.
+ */
+int
+draw_alloc_extra_vertex_attrib(struct draw_context *draw,
+ uint semantic_name, uint semantic_index)
+{
+ const int num_outputs = draw_current_shader_outputs(draw);
+ const int n = draw->extra_shader_outputs.num;
+
+ assert(n < Elements(draw->extra_shader_outputs.semantic_name));
+
+ draw->extra_shader_outputs.semantic_name[n] = semantic_name;
+ draw->extra_shader_outputs.semantic_index[n] = semantic_index;
+ draw->extra_shader_outputs.slot[n] = num_outputs + n;
+ draw->extra_shader_outputs.num++;
+
+ return draw->extra_shader_outputs.slot[n];
+}
+
+
+/**
+ * Remove all extra vertex attributes that were allocated with
+ * draw_alloc_extra_vertex_attrib().
+ */
+void
+draw_remove_extra_vertex_attribs(struct draw_context *draw)
+{
+ draw->extra_shader_outputs.num = 0;
+}
+
+
/**
* Ask the draw module for the location/slot of the given vertex attribute in
* a post-transformed vertex.
return i;
}
- /* XXX there may be more than one extra vertex attrib.
- * For example, simulated gl_FragCoord and gl_PointCoord.
- */
- if (draw->extra_shader_outputs.semantic_name == semantic_name &&
- draw->extra_shader_outputs.semantic_index == semantic_index) {
- return draw->extra_shader_outputs.slot;
+ /* Search the extra vertex attributes */
+ for (i = 0; i < draw->extra_shader_outputs.num; i++) {
+ if (draw->extra_shader_outputs.semantic_name[i] == semantic_name &&
+ draw->extra_shader_outputs.semantic_index[i] == semantic_index) {
+ return draw->extra_shader_outputs.slot[i];
+ }
}
return 0;
uint
draw_num_shader_outputs(const struct draw_context *draw)
{
- uint count = draw->vs.vertex_shader->info.num_outputs;
+ uint count;
/* If a geometry shader is present, its outputs go to the
* driver, else the vertex shader's outputs.
*/
if (draw->gs.geometry_shader)
count = draw->gs.geometry_shader->info.num_outputs;
+ else
+ count = draw->vs.vertex_shader->info.num_outputs;
+
+ count += draw->extra_shader_outputs.num;
- if (draw->extra_shader_outputs.slot > 0)
- count++;
return count;
}
struct draw_stage;
struct draw_vertex_shader;
struct draw_geometry_shader;
+struct draw_fragment_shader;
struct tgsi_sampler;
#define DRAW_MAX_TEXTURE_LEVELS 13 /* 4K x 4K for now */
struct draw_vertex_shader *dvs);
+/*
+ * Fragment shader functions
+ */
+struct draw_fragment_shader *
+draw_create_fragment_shader(struct draw_context *draw,
+ const struct pipe_shader_state *shader);
+void draw_bind_fragment_shader(struct draw_context *draw,
+ struct draw_fragment_shader *dvs);
+void draw_delete_fragment_shader(struct draw_context *draw,
+ struct draw_fragment_shader *dvs);
+
/*
* Geometry shader functions
*/
aaline->tex_slot = draw_current_shader_outputs(draw);
aaline->pos_slot = draw_current_shader_position_output(draw);;
- /* advertise the extra post-transformed vertex attribute */
- draw->extra_shader_outputs.semantic_name = TGSI_SEMANTIC_GENERIC;
- draw->extra_shader_outputs.semantic_index = aaline->fs->generic_attrib;
- draw->extra_shader_outputs.slot = aaline->tex_slot;
+ /* allocate the extra post-transformed vertex attribute */
+ (void) draw_alloc_extra_vertex_attrib(draw, TGSI_SEMANTIC_GENERIC,
+ aaline->fs->generic_attrib);
/* how many samplers? */
/* we'll use sampler/texture[pstip->sampler_unit] for the stipple */
draw->suspend_flushing = FALSE;
- draw->extra_shader_outputs.slot = 0;
+ draw_remove_extra_vertex_attribs(draw);
}
aapoint->pos_slot = draw_current_shader_position_output(draw);
- draw->extra_shader_outputs.semantic_name = TGSI_SEMANTIC_GENERIC;
- draw->extra_shader_outputs.semantic_index = aapoint->fs->generic_attrib;
- draw->extra_shader_outputs.slot = aapoint->tex_slot;
+ /* allocate the extra post-transformed vertex attribute */
+ (void) draw_alloc_extra_vertex_attrib(draw, TGSI_SEMANTIC_GENERIC,
+ aapoint->fs->generic_attrib);
/* find psize slot in post-transform vertex */
aapoint->psize_slot = -1;
draw->suspend_flushing = FALSE;
- draw->extra_shader_outputs.slot = 0;
+ draw_remove_extra_vertex_attribs(draw);
}
#include "util/u_memory.h"
#include "pipe/p_defines.h"
#include "pipe/p_shader_tokens.h"
+#include "draw_fs.h"
#include "draw_vs.h"
#include "draw_pipe.h"
struct widepoint_stage {
- struct draw_stage stage;
+ struct draw_stage stage; /**< base class */
float half_point_size;
float xbias;
float ybias;
- uint texcoord_slot[PIPE_MAX_SHADER_OUTPUTS];
- uint texcoord_enable[PIPE_MAX_SHADER_OUTPUTS];
- uint num_texcoords;
- uint texcoord_mode;
+ /** for automatic texcoord generation/replacement */
+ uint num_texcoord_gen;
+ uint texcoord_gen_slot[PIPE_MAX_SHADER_OUTPUTS];
int psize_slot;
-
- int point_coord_fs_input; /**< input for pointcoord */
};
static void set_texcoords(const struct widepoint_stage *wide,
struct vertex_header *v, const float tc[4])
{
+ const struct draw_context *draw = wide->stage.draw;
+ const struct pipe_rasterizer_state *rast = draw->rasterizer;
+ const uint texcoord_mode = rast->sprite_coord_mode;
uint i;
- for (i = 0; i < wide->num_texcoords; i++) {
- if (wide->texcoord_enable[i]) {
- uint j = wide->texcoord_slot[i];
- v->data[j][0] = tc[0];
- if (wide->texcoord_mode == PIPE_SPRITE_COORD_LOWER_LEFT)
- v->data[j][1] = 1.0f - tc[1];
- else
- v->data[j][1] = tc[1];
- v->data[j][2] = tc[2];
- v->data[j][3] = tc[3];
- }
- }
- if (wide->point_coord_fs_input >= 0) {
- /* put gl_PointCoord into the extra vertex slot */
- uint slot = wide->stage.draw->extra_shader_outputs.slot;
+ for (i = 0; i < wide->num_texcoord_gen; i++) {
+ const uint slot = wide->texcoord_gen_slot[i];
v->data[slot][0] = tc[0];
- if (wide->texcoord_mode == PIPE_SPRITE_COORD_LOWER_LEFT)
+ if (texcoord_mode == PIPE_SPRITE_COORD_LOWER_LEFT)
v->data[slot][1] = 1.0f - tc[1];
else
v->data[slot][1] = tc[1];
- v->data[slot][2] = 0.0F;
- v->data[slot][3] = 1.0F;
+ v->data[slot][2] = tc[2];
+ v->data[slot][3] = tc[3];
}
}
}
-static int
-find_pntc_input_attrib(struct draw_context *draw)
-{
- /* Scan the fragment program's input decls to find the pointcoord
- * attribute. The xy components will store the point coord.
- */
- return 0; /* XXX fix this */
-}
-
-
-static void widepoint_first_point( struct draw_stage *stage,
- struct prim_header *header )
+static void
+widepoint_first_point(struct draw_stage *stage,
+ struct prim_header *header)
{
struct widepoint_stage *wide = widepoint_stage(stage);
struct draw_context *draw = stage->draw;
stage->point = draw_pipe_passthrough_point;
}
+ draw_remove_extra_vertex_attribs(draw);
+
if (rast->point_quad_rasterization) {
- /* find vertex shader texcoord outputs */
- const struct draw_vertex_shader *vs = draw->vs.vertex_shader;
- uint i, j = 0;
- wide->texcoord_mode = rast->sprite_coord_mode;
- for (i = 0; i < vs->info.num_outputs; i++) {
- if (vs->info.output_semantic_name[i] == TGSI_SEMANTIC_GENERIC) {
- wide->texcoord_slot[j] = i;
- wide->texcoord_enable[j] = (rast->sprite_coord_enable >> j) & 1;
- j++;
+ const struct draw_fragment_shader *fs = draw->fs.fragment_shader;
+ uint i;
+
+ wide->num_texcoord_gen = 0;
+
+ /* Loop over fragment shader inputs looking for generic inputs
+ * for which bit 'k' in sprite_coord_enable is set.
+ */
+ for (i = 0; i < fs->info.num_inputs; i++) {
+ if (fs->info.input_semantic_name[i] == TGSI_SEMANTIC_GENERIC) {
+ const int generic_index = fs->info.input_semantic_index[i];
+ if (rast->sprite_coord_enable & (1 << generic_index)) {
+ /* OK, this generic attribute needs to be replaced with a
+ * texcoord (see above).
+ */
+ int slot = draw_find_shader_output(draw,
+ TGSI_SEMANTIC_GENERIC,
+ generic_index);
+
+ if (slot > 0) {
+ /* there's already a post-vertex shader attribute
+ * for this fragment shader input attribute.
+ */
+ }
+ else {
+ /* need to allocate a new post-vertex shader attribute */
+ slot = draw_alloc_extra_vertex_attrib(draw,
+ TGSI_SEMANTIC_GENERIC,
+ generic_index);
+ }
+
+ /* add this slot to the texcoord-gen list */
+ wide->texcoord_gen_slot[wide->num_texcoord_gen++] = slot;
+ }
}
}
- wide->num_texcoords = j;
-
- /* find fragment shader PointCoord input */
- wide->point_coord_fs_input = find_pntc_input_attrib(draw);
-
- /* setup extra vp output (point coord implemented as a texcoord) */
- draw->extra_shader_outputs.semantic_name = TGSI_SEMANTIC_GENERIC;
- draw->extra_shader_outputs.semantic_index = 0;
- draw->extra_shader_outputs.slot = draw_current_shader_outputs(draw);
- }
- else {
- wide->point_coord_fs_input = -1;
- draw->extra_shader_outputs.slot = 0;
}
wide->psize_slot = -1;
stage->point = widepoint_first_point;
stage->next->flush( stage->next, flags );
- stage->draw->extra_shader_outputs.slot = 0;
+
+ draw_remove_extra_vertex_attribs(draw);
/* restore original rasterizer state */
if (draw->rast_handle) {
struct tgsi_sampler **samplers;
} gs;
+ /** Fragment shader state */
+ struct {
+ struct draw_fragment_shader *fragment_shader;
+ } fs;
+
/** Stream output (vertex feedback) state */
struct {
struct pipe_stream_output_state state;
/* If a prim stage introduces new vertex attributes, they'll be stored here
*/
struct {
- uint semantic_name;
- uint semantic_index;
- int slot;
+ uint num;
+ uint semantic_name[10];
+ uint semantic_index[10];
+ uint slot[10];
} extra_shader_outputs;
unsigned reduced_prim;
uint draw_current_shader_outputs(const struct draw_context *draw);
uint draw_current_shader_position_output(const struct draw_context *draw);
+int draw_alloc_extra_vertex_attrib(struct draw_context *draw,
+ uint semantic_name, uint semantic_index);
+void draw_remove_extra_vertex_attribs(struct draw_context *draw);
+
+
/*******************************************************************************
* Vertex processing (was passthrough) code:
*/
struct tgsi_shader_info info;
+ struct draw_fragment_shader *draw_shader;
+
boolean origin_lower_left; /**< fragment shader uses lower left position origin? */
boolean pixel_center_integer; /**< fragment shader uses integer pixel center? */
state = softpipe_create_fs_exec( softpipe, templ );
}
- assert(state);
+ if (!state)
+ return NULL;
+
+ /* draw's fs state */
+ state->draw_shader = draw_create_fragment_shader(softpipe->draw, templ);
+ if (!state->draw_shader) {
+ state->delete( state );
+ return NULL;
+ }
/* get/save the summary info for this shader */
tgsi_scan_shader(templ->tokens, &state->info);
softpipe->fs = fs;
+ draw_bind_fragment_shader(softpipe->draw,
+ (softpipe->fs ? softpipe->fs->draw_shader : NULL));
+
softpipe->dirty |= SP_NEW_FS;
}
tgsi_exec_machine_bind_shader(softpipe->fs_machine, NULL, 0, NULL);
}
+ draw_delete_fragment_shader(softpipe->draw, state->draw_shader);
+
state->delete( state );
}
GLcontext *ctx = st->ctx;
struct pipe_rasterizer_state *raster = &st->state.rasterizer;
const struct gl_vertex_program *vertProg = ctx->VertexProgram._Current;
+ const struct gl_fragment_program *fragProg = ctx->FragmentProgram._Current;
uint i;
memset(raster, 0, sizeof(*raster));
if (!ctx->Point.PointSprite && ctx->Point.SmoothFlag)
raster->point_smooth = 1;
+ /* _NEW_POINT | _NEW_PROGRAM
+ */
if (ctx->Point.PointSprite) {
+ /* origin */
if ((ctx->Point.SpriteOrigin == GL_UPPER_LEFT) ^
(st_fb_orientation(ctx->DrawBuffer) == Y_0_BOTTOM))
raster->sprite_coord_mode = PIPE_SPRITE_COORD_UPPER_LEFT;
else
raster->sprite_coord_mode = PIPE_SPRITE_COORD_LOWER_LEFT;
+
+ /* Coord replacement flags. If bit 'k' is set that means
+ * that we need to replace GENERIC[k] attrib with an automatically
+ * computed texture coord.
+ */
for (i = 0; i < MAX_TEXTURE_COORD_UNITS; i++) {
if (ctx->Point.CoordReplace[i]) {
raster->sprite_coord_enable |= 1 << i;
}
}
+ if (fragProg->Base.InputsRead & FRAG_BIT_PNTC) {
+ raster->sprite_coord_enable |=
+ 1 << (FRAG_ATTRIB_PNTC - FRAG_ATTRIB_TEX0);
+ }
+
raster->point_quad_rasterization = 1;
}
input_semantic_index[slot] = 0;
interpMode[slot] = TGSI_INTERPOLATE_CONSTANT;
break;
- case FRAG_ATTRIB_PNTC:
- /* This is a hack. We really need a new semantic label for
- * point coord. The draw module needs to know which fragment
- * shader input is the point coord attribute so that it can set
- * up the right vertex attribute values.
- */
- input_semantic_name[slot] = TGSI_SEMANTIC_GENERIC;
- input_semantic_index[slot] = 0;
- interpMode[slot] = TGSI_INTERPOLATE_PERSPECTIVE;
- break;
-
/* In most cases, there is nothing special about these
* inputs, so adopt a convention to use the generic
* semantic name and the mesa FRAG_ATTRIB_ number as the
* zero or be restricted to a particular range -- nobody
* should be building tables based on semantic index.
*/
+ case FRAG_ATTRIB_PNTC:
case FRAG_ATTRIB_TEX0:
case FRAG_ATTRIB_TEX1:
case FRAG_ATTRIB_TEX2:
assert(attr >= FRAG_ATTRIB_TEX0);
input_semantic_index[slot] = (attr - FRAG_ATTRIB_TEX0);
input_semantic_name[slot] = TGSI_SEMANTIC_GENERIC;
- interpMode[slot] = TGSI_INTERPOLATE_PERSPECTIVE;
+ if (attr == FRAG_ATTRIB_PNTC)
+ interpMode[slot] = TGSI_INTERPOLATE_LINEAR;
+ else
+ interpMode[slot] = TGSI_INTERPOLATE_PERSPECTIVE;
break;
}
}