radeonsi: use shader_info::cs::local_size_variable to clean up some code
[mesa.git] / src / gallium / drivers / softpipe / sp_state_derived.c
index c24a737d07baf9ff293c6d2acf1e3c02e5e394f7..b4f87e02666c9b0d3371000992555041d58b2d5d 100644 (file)
@@ -1,6 +1,6 @@
 /**************************************************************************
  * 
- * Copyright 2003 Tungsten Graphics, Inc., Cedar Park, Texas.
+ * Copyright 2003 VMware, Inc.
  * All Rights Reserved.
  * 
  * Permission is hereby granted, free of charge, to any person obtaining a
  * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
  * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
  * MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT.
- * IN NO EVENT SHALL TUNGSTEN GRAPHICS AND/OR ITS SUPPLIERS BE LIABLE FOR
+ * IN NO EVENT SHALL VMWARE AND/OR ITS SUPPLIERS BE LIABLE FOR
  * ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
  * TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
  * SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
  * 
  **************************************************************************/
 
+#include "util/u_inlines.h"
 #include "util/u_math.h"
 #include "util/u_memory.h"
+#include "util/u_pstipple.h"
 #include "pipe/p_shader_tokens.h"
 #include "draw/draw_context.h"
 #include "draw/draw_vertex.h"
-#include "draw/draw_private.h"
 #include "sp_context.h"
 #include "sp_screen.h"
 #include "sp_state.h"
 #include "sp_texture.h"
+#include "sp_tex_sample.h"
 #include "sp_tex_tile_cache.h"
 
 
@@ -46,7 +48,7 @@
 static void
 invalidate_vertex_layout(struct softpipe_context *softpipe)
 {
-   softpipe->vertex_info.num_attribs =  0;
+   softpipe->setup_info.valid =  0;
 }
 
 
@@ -55,107 +57,189 @@ invalidate_vertex_layout(struct softpipe_context *softpipe)
  * (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 */
-      const struct sp_fragment_shader *spfs = softpipe->fs;
-      struct vertex_info *vinfo_vbuf = &softpipe->vertex_info_vbuf;
-      const uint num = draw_num_vs_outputs(softpipe->draw);
+   if (sinfo->valid == 0) {
+      const struct tgsi_shader_info *fsInfo = &softpipe->fs_variant->info;
+      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;
-      for (i = 0; i < spfs->info.num_inputs; i++) {
-         int src;
-         enum interp_mode interp;
 
-         switch (spfs->info.input_interpolate[i]) {
+      /*
+       * 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++) {
+         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);
             break;
          default:
             assert(0);
-            interp = INTERP_LINEAR;
          }
 
-         switch (spfs->info.input_semantic_name[i]) {
+         switch (fsInfo->input_semantic_name[i]) {
          case TGSI_SEMANTIC_POSITION:
-            interp = INTERP_POS;
+            interp = SP_INTERP_POS;
             break;
 
          case TGSI_SEMANTIC_COLOR:
-            if (softpipe->rasterizer->flatshade) {
-               interp = INTERP_CONSTANT;
+            if (fsInfo->input_interpolate[i] == TGSI_INTERPOLATE_COLOR) {
+               if (softpipe->rasterizer->flatshade)
+                  interp = SP_INTERP_CONSTANT;
+               else
+                  interp = SP_INTERP_PERSPECTIVE;
             }
             break;
          }
 
-         /* this includes texcoords and varying vars */
-         src = draw_find_vs_output(softpipe->draw,
-                                   spfs->info.input_semantic_name[i],
-                                   spfs->info.input_semantic_index[i]);
-         draw_emit_vertex_attr(vinfo, EMIT_4F, interp, src);
+         /*
+          * 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]);
+         }
+
+         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);
+         }
+      }
+
+      /* 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);
+         }
       }
 
-      softpipe->psize_slot = draw_find_vs_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 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;
 }
 
 
@@ -165,74 +249,189 @@ softpipe_get_vbuf_vertex_info(struct softpipe_context *softpipe)
 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);
+      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;
+      }
    }
-   else {
-      /* clip to surface bounds */
-      sp->cliprect.minx = 0;
-      sp->cliprect.miny = 0;
-      sp->cliprect.maxx = surfWidth;
-      sp->cliprect.maxy = surfHeight;
+}
+
+
+static void
+set_shader_sampler(struct softpipe_context *softpipe,
+                   enum pipe_shader_type shader,
+                   int max_sampler)
+{
+   int i;
+   for (i = 0; i <= max_sampler; i++) {
+      softpipe->tgsi.sampler[shader]->sp_sampler[i] =
+         (struct sp_sampler *)(softpipe->samplers[shader][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 )
 {
-   unsigned i;
-
-   softpipe_reset_sampler_varients( softpipe );
+   unsigned i, sh;
+
+   set_shader_sampler(softpipe, PIPE_SHADER_VERTEX,
+                      softpipe->vs->max_sampler);
+   set_shader_sampler(softpipe, PIPE_SHADER_FRAGMENT,
+                      softpipe->fs_variant->info.file_max[TGSI_FILE_SAMPLER]);
+   if (softpipe->gs) {
+      set_shader_sampler(softpipe, PIPE_SHADER_GEOMETRY,
+                         softpipe->gs->max_sampler);
+   }
 
-   for (i = 0; i < PIPE_MAX_SAMPLERS; i++) {
-      struct softpipe_tex_tile_cache *tc = softpipe->tex_cache[i];
-      if (tc->texture) {
-         struct softpipe_texture *spt = softpipe_texture(tc->texture);
-         if (spt->timestamp != tc->timestamp) {
-           sp_tex_tile_cache_validate_texture( tc );
-            /*
-            _debug_printf("INV %d %d\n", tc->timestamp, spt->timestamp);
-            */
-            tc->timestamp = spt->timestamp;
+   /* XXX is this really necessary here??? */
+   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) {
+            struct softpipe_resource *spt = softpipe_resource(tc->texture);
+            if (spt->timestamp != tc->timestamp) {
+               sp_tex_tile_cache_validate_texture( tc );
+               /*
+                 _debug_printf("INV %d %d\n", tc->timestamp, spt->timestamp);
+               */
+               tc->timestamp = spt->timestamp;
+            }
          }
       }
    }
+}
+
 
-   for (i = 0; i < PIPE_MAX_VERTEX_SAMPLERS; i++) {
-      struct softpipe_tex_tile_cache *tc = softpipe->vertex_tex_cache[i];
+static void
+update_fragment_shader(struct softpipe_context *softpipe, unsigned prim)
+{
+   struct sp_fragment_shader_variant_key key;
 
-      if (tc->texture) {
-         struct softpipe_texture *spt = softpipe_texture(tc->texture);
+   memset(&key, 0, sizeof(key));
 
-         if (spt->timestamp != tc->timestamp) {
-           sp_tex_tile_cache_validate_texture(tc);
-            tc->timestamp = spt->timestamp;
-         }
-      }
+   if (prim == PIPE_PRIM_TRIANGLES)
+      key.polygon_stipple = softpipe->rasterizer->poly_stipple_enable;
+
+   if (softpipe->fs) {
+      softpipe->fs_variant = softpipe_find_fs_variant(softpipe,
+                                                      softpipe->fs, &key);
+
+      /* prepare the TGSI interpreter for FS execution */
+      softpipe->fs_variant->prepare(softpipe->fs_variant, 
+                                    softpipe->fs_machine,
+                                    (struct tgsi_sampler *) softpipe->
+                                    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;
+   }
+
+   /* This would be the logical place to pass the fragment shader
+    * to the draw module.  However, doing this here, during state
+    * validation, causes problems with the 'draw' module helpers for
+    * wide/AA/stippled lines.
+    * In principle, the draw's fragment shader should be per-variant
+    * but that doesn't work.  So we use a single draw fragment shader
+    * per fragment shader, not per variant.
+    */
+#if 0
+   if (softpipe->fs_variant) {
+      draw_bind_fragment_shader(softpipe->draw,
+                                softpipe->fs_variant->draw_shader);
+   }
+   else {
+      draw_bind_fragment_shader(softpipe->draw, NULL);
+   }
+#endif
+}
+
+
+/**
+ * This should be called when the polygon stipple pattern changes.
+ * We create a new texture from the stipple pattern and create a new
+ * sampler view.
+ */
+static void
+update_polygon_stipple_pattern(struct softpipe_context *softpipe)
+{
+   struct pipe_resource *tex;
+   struct pipe_sampler_view *view;
+
+   tex = util_pstipple_create_stipple_texture(&softpipe->pipe,
+                                              softpipe->poly_stipple.stipple);
+   pipe_resource_reference(&softpipe->pstipple.texture, tex);
+   pipe_resource_reference(&tex, NULL);
+
+   view = util_pstipple_create_sampler_view(&softpipe->pipe,
+                                            softpipe->pstipple.texture);
+   pipe_sampler_view_reference(&softpipe->pstipple.sampler_view, view);
+   pipe_sampler_view_reference(&view, NULL);
+}
+
+
+/**
+ * Should be called when polygon stipple is enabled/disabled or when
+ * the fragment shader changes.
+ * We add/update the fragment sampler and sampler views to sample from
+ * the polygon stipple texture.  The texture unit that we use depends on
+ * the fragment shader (we need to use a unit not otherwise used by the
+ * shader).
+ */
+static void
+update_polygon_stipple_enable(struct softpipe_context *softpipe, unsigned prim)
+{
+   if (prim == PIPE_PRIM_TRIANGLES &&
+       softpipe->fs_variant->key.polygon_stipple) {
+      const unsigned unit = softpipe->fs_variant->stipple_sampler_unit;
+
+      /* sampler state */
+      softpipe->samplers[PIPE_SHADER_FRAGMENT][unit] = softpipe->pstipple.sampler;
+
+      /* sampler view state */
+      softpipe_set_sampler_views(&softpipe->pipe, PIPE_SHADER_FRAGMENT,
+                                 unit, 1, &softpipe->pstipple.sampler_view);
+
+      softpipe->dirty |= SP_NEW_SAMPLER;
    }
 }
 
 
 /* Hopefully this will remain quite simple, otherwise need to pull in
- * something like the state tracker mechanism.
+ * something like the gallium frontend mechanism.
  */
-void softpipe_update_derived( struct softpipe_context *softpipe )
+void
+softpipe_update_derived(struct softpipe_context *softpipe, unsigned prim)
 {
    struct softpipe_screen *sp_screen = softpipe_screen(softpipe->pipe.screen);
 
@@ -242,7 +441,25 @@ void softpipe_update_derived( struct softpipe_context *softpipe )
       softpipe->tex_timestamp = sp_screen->timestamp;
       softpipe->dirty |= SP_NEW_TEXTURE;
    }
-      
+
+#if DO_PSTIPPLE_IN_HELPER_MODULE
+   if (softpipe->dirty & SP_NEW_STIPPLE)
+      /* before updating samplers! */
+      update_polygon_stipple_pattern(softpipe);
+#endif
+
+   if (softpipe->dirty & (SP_NEW_RASTERIZER |
+                          SP_NEW_FS))
+      update_fragment_shader(softpipe, prim);
+
+#if DO_PSTIPPLE_IN_HELPER_MODULE
+   if (softpipe->dirty & (SP_NEW_RASTERIZER |
+                          SP_NEW_STIPPLE |
+                          SP_NEW_FS))
+      update_polygon_stipple_enable(softpipe, prim);
+#endif
+
+   /* TODO: this looks suboptimal */
    if (softpipe->dirty & (SP_NEW_SAMPLER |
                           SP_NEW_TEXTURE |
                           SP_NEW_FS | 
@@ -262,6 +479,7 @@ void softpipe_update_derived( struct softpipe_context *softpipe )
    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);