Merge remote branch 'origin/master' into lp-binning
[mesa.git] / src / gallium / drivers / llvmpipe / lp_state_derived.c
index 6c1ef6bc42d827484788e4c4aaf1d4a79c62c8e9..78d046985b9dc50e0426da573483fe1277753e11 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;
+   const uint num = draw_num_shader_outputs(llvmpipe->draw);
+   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;
+   /* 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.
+    */
+   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);
 
-      /* 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.
-       */
-      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.
-       */
-      vinfo->num_attribs = 0;
-      for (i = 0; i < lpfs->info.num_inputs; i++) {
-         int src;
-         enum interp_mode interp;
+   lp_setup_set_vertex_info(llvmpipe->setup, vinfo);
 
-         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;
-         }
+/*
+   llvmpipe->psize_slot = draw_find_vs_output(llvmpipe->draw,
+                                              TGSI_SEMANTIC_PSIZE, 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];
+
+      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:
-            interp = INTERP_POS;
+            inputs[i].interp = LP_INTERP_POSITION;
             break;
-
          case TGSI_SEMANTIC_COLOR:
-            if (llvmpipe->rasterizer->flatshade) {
-               interp = INTERP_CONSTANT;
-            }
+            /* 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;
-         }
 
-         /* 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);
-      }
+         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;
+            }
+         }
 
-      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);
+         /* 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]);
       }
 
-      draw_compute_vertex_size(vinfo);
+      lp_setup_set_fs_inputs(llvmpipe->setup, 
+                             inputs,
+                             lpfs->info.num_inputs);
    }
-
-   return vinfo;
 }
 
 
-/**
- * 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;
-}
-
 
 /**
  * Recompute cliprect from scissor bounds, scissor enable and surface size.
@@ -206,15 +184,10 @@ void llvmpipe_update_derived( struct llvmpipe_context *llvmpipe )
       llvmpipe->dirty |= LP_NEW_TEXTURE;
    }
       
-   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 );
+      compute_vertex_info( llvmpipe );
 
    if (llvmpipe->dirty & (LP_NEW_SCISSOR |
                           LP_NEW_RASTERIZER |
@@ -228,6 +201,23 @@ void llvmpipe_update_derived( struct llvmpipe_context *llvmpipe )
                           LP_NEW_TEXTURE))
       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)
+      lp_setup_set_alpha_ref_value(llvmpipe->setup, 
+                                   llvmpipe->depth_stencil->alpha.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->dirty = 0;
 }
+