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Diffstat (limited to 'src/gallium/drivers/llvmpipe/lp_state_derived.c')
-rw-r--r--src/gallium/drivers/llvmpipe/lp_state_derived.c190
1 files changed, 90 insertions, 100 deletions
diff --git a/src/gallium/drivers/llvmpipe/lp_state_derived.c b/src/gallium/drivers/llvmpipe/lp_state_derived.c
index 6c1ef6bc42..78d046985b 100644
--- a/src/gallium/drivers/llvmpipe/lp_state_derived.c
+++ b/src/gallium/drivers/llvmpipe/lp_state_derived.c
@@ -33,130 +33,108 @@
#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;
}
+