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-rw-r--r--src/gallium/drivers/llvmpipe/lp_state_derived.c198
1 files changed, 198 insertions, 0 deletions
diff --git a/src/gallium/drivers/llvmpipe/lp_state_derived.c b/src/gallium/drivers/llvmpipe/lp_state_derived.c
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+/**************************************************************************
+ *
+ * Copyright 2003 Tungsten Graphics, Inc., Cedar Park, Texas.
+ * All Rights Reserved.
+ *
+ * Permission is hereby granted, free of charge, to any person obtaining a
+ * copy of this software and associated documentation files (the
+ * "Software"), to deal in the Software without restriction, including
+ * without limitation the rights to use, copy, modify, merge, publish,
+ * distribute, sub license, and/or sell copies of the Software, and to
+ * permit persons to whom the Software is furnished to do so, subject to
+ * the following conditions:
+ *
+ * The above copyright notice and this permission notice (including the
+ * next paragraph) shall be included in all copies or substantial portions
+ * of the Software.
+ *
+ * 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
+ * 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_math.h"
+#include "util/u_memory.h"
+#include "pipe/p_shader_tokens.h"
+#include "draw/draw_context.h"
+#include "draw/draw_vertex.h"
+#include "draw/draw_private.h"
+#include "lp_context.h"
+#include "lp_screen.h"
+#include "lp_setup.h"
+#include "lp_state.h"
+
+
+
+/**
+ * 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.
+ */
+static void
+compute_vertex_info(struct llvmpipe_context *llvmpipe)
+{
+ const struct lp_fragment_shader *lpfs = llvmpipe->fs;
+ struct vertex_info *vinfo = &llvmpipe->vertex_info;
+ struct lp_shader_input *inputs = llvmpipe->inputs;
+ unsigned vs_index;
+ uint i;
+
+ /*
+ * Match FS inputs against VS outputs, emitting the necessary attributes.
+ */
+
+ vinfo->num_attribs = 0;
+
+ vs_index = draw_find_shader_output(llvmpipe->draw,
+ TGSI_SEMANTIC_POSITION,
+ 0);
+
+ draw_emit_vertex_attr(vinfo, EMIT_4F, INTERP_PERSPECTIVE, vs_index);
+
+ for (i = 0; i < lpfs->info.num_inputs; i++) {
+ /*
+ * Search for each input in current vs output:
+ */
+
+ vs_index = draw_find_shader_output(llvmpipe->draw,
+ lpfs->info.input_semantic_name[i],
+ lpfs->info.input_semantic_index[i]);
+
+ /* This can be pre-computed, except for flatshade:
+ */
+ inputs[i].usage_mask = lpfs->info.input_usage_mask[i];
+
+ 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;
+ }
+
+ switch (lpfs->info.input_semantic_name[i]) {
+ case TGSI_SEMANTIC_FACE:
+ inputs[i].interp = LP_INTERP_FACING;
+ break;
+ case TGSI_SEMANTIC_POSITION:
+ /* Position was already emitted above
+ */
+ inputs[i].interp = LP_INTERP_POSITION;
+ inputs[i].src_index = 0;
+ continue;
+ case TGSI_SEMANTIC_COLOR:
+ /* Colors are linearly inputs[i].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;
+ break;
+
+ default:
+ break;
+ }
+
+ /*
+ * Emit the requested fs attribute for all but position.
+ */
+
+ inputs[i].src_index = vinfo->num_attribs;
+ draw_emit_vertex_attr(vinfo, EMIT_4F, INTERP_PERSPECTIVE, vs_index);
+ }
+ llvmpipe->num_inputs = lpfs->info.num_inputs;
+
+ draw_compute_vertex_size(vinfo);
+
+ lp_setup_set_vertex_info(llvmpipe->setup, vinfo);
+
+ lp_setup_set_fs_inputs(llvmpipe->setup,
+ inputs,
+ lpfs->info.num_inputs);
+}
+
+
+/**
+ * Handle state changes.
+ * Called just prior to drawing anything (pipe::draw_arrays(), etc).
+ *
+ * Hopefully this will remain quite simple, otherwise need to pull in
+ * something like the state tracker mechanism.
+ */
+void llvmpipe_update_derived( struct llvmpipe_context *llvmpipe )
+{
+ struct llvmpipe_screen *lp_screen = llvmpipe_screen(llvmpipe->pipe.screen);
+
+ /* Check for updated textures.
+ */
+ if (llvmpipe->tex_timestamp != lp_screen->timestamp) {
+ llvmpipe->tex_timestamp = lp_screen->timestamp;
+ llvmpipe->dirty |= LP_NEW_SAMPLER_VIEW;
+ }
+
+ if (llvmpipe->dirty & (LP_NEW_RASTERIZER |
+ LP_NEW_FS |
+ LP_NEW_VS))
+ compute_vertex_info( llvmpipe );
+
+ if (llvmpipe->dirty & (LP_NEW_FS |
+ LP_NEW_BLEND |
+ LP_NEW_SCISSOR |
+ LP_NEW_DEPTH_STENCIL_ALPHA |
+ LP_NEW_RASTERIZER |
+ LP_NEW_SAMPLER |
+ LP_NEW_SAMPLER_VIEW |
+ LP_NEW_QUERY))
+ 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_SCISSOR)
+ lp_setup_set_scissor(llvmpipe->setup, &llvmpipe->scissor);
+
+ if (llvmpipe->dirty & LP_NEW_DEPTH_STENCIL_ALPHA) {
+ lp_setup_set_alpha_ref_value(llvmpipe->setup,
+ llvmpipe->depth_stencil->alpha.ref_value);
+ lp_setup_set_stencil_ref_values(llvmpipe->setup,
+ llvmpipe->stencil_ref.ref_value);
+ }
+
+ if (llvmpipe->dirty & LP_NEW_CONSTANTS)
+ lp_setup_set_fs_constants(llvmpipe->setup,
+ llvmpipe->constants[PIPE_SHADER_FRAGMENT][0]);
+
+ if (llvmpipe->dirty & LP_NEW_SAMPLER_VIEW)
+ lp_setup_set_fragment_sampler_views(llvmpipe->setup,
+ llvmpipe->num_fragment_sampler_views,
+ llvmpipe->fragment_sampler_views);
+
+ llvmpipe->dirty = 0;
+}
+