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diff --git a/src/gallium/drivers/llvmpipe/lp_state_fs.c b/src/gallium/drivers/llvmpipe/lp_state_fs.c
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+++ b/src/gallium/drivers/llvmpipe/lp_state_fs.c
@@ -0,0 +1,1322 @@
+/**************************************************************************
+ *
+ * Copyright 2009 VMware, Inc.
+ * Copyright 2007 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.
+ *
+ **************************************************************************/
+
+/**
+ * @file
+ * Code generate the whole fragment pipeline.
+ *
+ * The fragment pipeline consists of the following stages:
+ * - triangle edge in/out testing
+ * - scissor test
+ * - stipple (TBI)
+ * - early depth test
+ * - fragment shader
+ * - alpha test
+ * - depth/stencil test
+ * - blending
+ *
+ * This file has only the glue to assemble the fragment pipeline. The actual
+ * plumbing of converting Gallium state into LLVM IR is done elsewhere, in the
+ * lp_bld_*.[ch] files, and in a complete generic and reusable way. Here we
+ * muster the LLVM JIT execution engine to create a function that follows an
+ * established binary interface and that can be called from C directly.
+ *
+ * A big source of complexity here is that we often want to run different
+ * stages with different precisions and data types and precisions. For example,
+ * the fragment shader needs typically to be done in floats, but the
+ * depth/stencil test and blending is better done in the type that most closely
+ * matches the depth/stencil and color buffer respectively.
+ *
+ * Since the width of a SIMD vector register stays the same regardless of the
+ * element type, different types imply different number of elements, so we must
+ * code generate more instances of the stages with larger types to be able to
+ * feed/consume the stages with smaller types.
+ *
+ * @author Jose Fonseca <jfonseca@vmware.com>
+ */
+
+#include <limits.h>
+#include "pipe/p_defines.h"
+#include "util/u_inlines.h"
+#include "util/u_memory.h"
+#include "util/u_pointer.h"
+#include "util/u_format.h"
+#include "util/u_dump.h"
+#include "util/u_string.h"
+#include "util/u_simple_list.h"
+#include "os/os_time.h"
+#include "pipe/p_shader_tokens.h"
+#include "draw/draw_context.h"
+#include "tgsi/tgsi_dump.h"
+#include "tgsi/tgsi_scan.h"
+#include "tgsi/tgsi_parse.h"
+#include "gallivm/lp_bld_type.h"
+#include "gallivm/lp_bld_const.h"
+#include "gallivm/lp_bld_conv.h"
+#include "gallivm/lp_bld_intr.h"
+#include "gallivm/lp_bld_logic.h"
+#include "gallivm/lp_bld_tgsi.h"
+#include "gallivm/lp_bld_swizzle.h"
+#include "gallivm/lp_bld_flow.h"
+#include "gallivm/lp_bld_debug.h"
+
+#include "lp_bld_alpha.h"
+#include "lp_bld_blend.h"
+#include "lp_bld_depth.h"
+#include "lp_bld_interp.h"
+#include "lp_context.h"
+#include "lp_debug.h"
+#include "lp_perf.h"
+#include "lp_screen.h"
+#include "lp_setup.h"
+#include "lp_state.h"
+#include "lp_tex_sample.h"
+#include "lp_flush.h"
+
+
+#include <llvm-c/Analysis.h>
+
+
+static unsigned fs_no = 0;
+
+
+/**
+ * Generate the depth /stencil test code.
+ */
+static void
+generate_depth_stencil(LLVMBuilderRef builder,
+ const struct lp_fragment_shader_variant_key *key,
+ struct lp_type src_type,
+ struct lp_build_mask_context *mask,
+ LLVMValueRef stencil_refs[2],
+ LLVMValueRef src,
+ LLVMValueRef dst_ptr,
+ LLVMValueRef facing,
+ LLVMValueRef counter)
+{
+ const struct util_format_description *format_desc;
+ struct lp_type dst_type;
+
+ if (!key->depth.enabled && !key->stencil[0].enabled && !key->stencil[1].enabled)
+ return;
+
+ format_desc = util_format_description(key->zsbuf_format);
+ assert(format_desc);
+
+ /*
+ * Depths are expected to be between 0 and 1, even if they are stored in
+ * floats. Setting these bits here will ensure that the lp_build_conv() call
+ * below won't try to unnecessarily clamp the incoming values.
+ */
+ if(src_type.floating) {
+ src_type.sign = FALSE;
+ src_type.norm = TRUE;
+ }
+ else {
+ assert(!src_type.sign);
+ assert(src_type.norm);
+ }
+
+ /* Pick the depth type. */
+ dst_type = lp_depth_type(format_desc, src_type.width*src_type.length);
+
+ /* FIXME: Cope with a depth test type with a different bit width. */
+ assert(dst_type.width == src_type.width);
+ assert(dst_type.length == src_type.length);
+
+ /* Convert fragment Z from float to integer */
+ lp_build_conv(builder, src_type, dst_type, &src, 1, &src, 1);
+
+ dst_ptr = LLVMBuildBitCast(builder,
+ dst_ptr,
+ LLVMPointerType(lp_build_vec_type(dst_type), 0), "");
+ lp_build_depth_stencil_test(builder,
+ &key->depth,
+ key->stencil,
+ dst_type,
+ format_desc,
+ mask,
+ stencil_refs,
+ src,
+ dst_ptr,
+ facing,
+ counter);
+}
+
+
+/**
+ * Generate the code to do inside/outside triangle testing for the
+ * four pixels in a 2x2 quad. This will set the four elements of the
+ * quad mask vector to 0 or ~0.
+ * \param i which quad of the quad group to test, in [0,3]
+ */
+static void
+generate_tri_edge_mask(LLVMBuilderRef builder,
+ unsigned i,
+ LLVMValueRef *mask, /* ivec4, out */
+ LLVMValueRef c0, /* int32 */
+ LLVMValueRef c1, /* int32 */
+ LLVMValueRef c2, /* int32 */
+ LLVMValueRef step0_ptr, /* ivec4 */
+ LLVMValueRef step1_ptr, /* ivec4 */
+ LLVMValueRef step2_ptr) /* ivec4 */
+{
+#define OPTIMIZE_IN_OUT_TEST 0
+#if OPTIMIZE_IN_OUT_TEST
+ struct lp_build_if_state ifctx;
+ LLVMValueRef not_draw_all;
+#endif
+ struct lp_build_flow_context *flow;
+ struct lp_type i32_type;
+ LLVMTypeRef i32vec4_type;
+ LLVMValueRef c0_vec, c1_vec, c2_vec;
+ LLVMValueRef in_out_mask;
+
+ assert(i < 4);
+
+ /* int32 vector type */
+ memset(&i32_type, 0, sizeof i32_type);
+ i32_type.floating = FALSE; /* values are integers */
+ i32_type.sign = TRUE; /* values are signed */
+ i32_type.norm = FALSE; /* values are not normalized */
+ i32_type.width = 32; /* 32-bit int values */
+ i32_type.length = 4; /* 4 elements per vector */
+
+ i32vec4_type = lp_build_int32_vec4_type();
+
+ /*
+ * Use a conditional here to do detailed pixel in/out testing.
+ * We only have to do this if c0 != INT_MIN.
+ */
+ flow = lp_build_flow_create(builder);
+ lp_build_flow_scope_begin(flow);
+
+ {
+#if OPTIMIZE_IN_OUT_TEST
+ /* not_draw_all = (c0 != INT_MIN) */
+ not_draw_all = LLVMBuildICmp(builder,
+ LLVMIntNE,
+ c0,
+ LLVMConstInt(LLVMInt32Type(), INT_MIN, 0),
+ "");
+
+ in_out_mask = lp_build_const_int_vec(i32_type, ~0);
+
+
+ lp_build_flow_scope_declare(flow, &in_out_mask);
+
+ /* if (not_draw_all) {... */
+ lp_build_if(&ifctx, flow, builder, not_draw_all);
+#endif
+ {
+ LLVMValueRef step0_vec, step1_vec, step2_vec;
+ LLVMValueRef m0_vec, m1_vec, m2_vec;
+ LLVMValueRef index, m;
+
+ /* c0_vec = {c0, c0, c0, c0}
+ * Note that we emit this code four times but LLVM optimizes away
+ * three instances of it.
+ */
+ c0_vec = lp_build_broadcast(builder, i32vec4_type, c0);
+ c1_vec = lp_build_broadcast(builder, i32vec4_type, c1);
+ c2_vec = lp_build_broadcast(builder, i32vec4_type, c2);
+ lp_build_name(c0_vec, "edgeconst0vec");
+ lp_build_name(c1_vec, "edgeconst1vec");
+ lp_build_name(c2_vec, "edgeconst2vec");
+
+ /* load step0vec, step1, step2 vec from memory */
+ index = LLVMConstInt(LLVMInt32Type(), i, 0);
+ step0_vec = LLVMBuildLoad(builder, LLVMBuildGEP(builder, step0_ptr, &index, 1, ""), "");
+ step1_vec = LLVMBuildLoad(builder, LLVMBuildGEP(builder, step1_ptr, &index, 1, ""), "");
+ step2_vec = LLVMBuildLoad(builder, LLVMBuildGEP(builder, step2_ptr, &index, 1, ""), "");
+ lp_build_name(step0_vec, "step0vec");
+ lp_build_name(step1_vec, "step1vec");
+ lp_build_name(step2_vec, "step2vec");
+
+ /* m0_vec = step0_ptr[i] > c0_vec */
+ m0_vec = lp_build_compare(builder, i32_type, PIPE_FUNC_GREATER, step0_vec, c0_vec);
+ m1_vec = lp_build_compare(builder, i32_type, PIPE_FUNC_GREATER, step1_vec, c1_vec);
+ m2_vec = lp_build_compare(builder, i32_type, PIPE_FUNC_GREATER, step2_vec, c2_vec);
+
+ /* in_out_mask = m0_vec & m1_vec & m2_vec */
+ m = LLVMBuildAnd(builder, m0_vec, m1_vec, "");
+ in_out_mask = LLVMBuildAnd(builder, m, m2_vec, "");
+ lp_build_name(in_out_mask, "inoutmaskvec");
+ }
+#if OPTIMIZE_IN_OUT_TEST
+ lp_build_endif(&ifctx);
+#endif
+
+ }
+ lp_build_flow_scope_end(flow);
+ lp_build_flow_destroy(flow);
+
+ /* This is the initial alive/dead pixel mask for a quad of four pixels.
+ * It's an int[4] vector with each word set to 0 or ~0.
+ * Words will get cleared when pixels faile the Z test, etc.
+ */
+ *mask = in_out_mask;
+}
+
+
+static LLVMValueRef
+generate_scissor_test(LLVMBuilderRef builder,
+ LLVMValueRef context_ptr,
+ const struct lp_build_interp_soa_context *interp,
+ struct lp_type type)
+{
+ LLVMTypeRef vec_type = lp_build_vec_type(type);
+ LLVMValueRef xpos = interp->pos[0], ypos = interp->pos[1];
+ LLVMValueRef xmin, ymin, xmax, ymax;
+ LLVMValueRef m0, m1, m2, m3, m;
+
+ /* xpos, ypos contain the window coords for the four pixels in the quad */
+ assert(xpos);
+ assert(ypos);
+
+ /* get the current scissor bounds, convert to vectors */
+ xmin = lp_jit_context_scissor_xmin_value(builder, context_ptr);
+ xmin = lp_build_broadcast(builder, vec_type, xmin);
+
+ ymin = lp_jit_context_scissor_ymin_value(builder, context_ptr);
+ ymin = lp_build_broadcast(builder, vec_type, ymin);
+
+ xmax = lp_jit_context_scissor_xmax_value(builder, context_ptr);
+ xmax = lp_build_broadcast(builder, vec_type, xmax);
+
+ ymax = lp_jit_context_scissor_ymax_value(builder, context_ptr);
+ ymax = lp_build_broadcast(builder, vec_type, ymax);
+
+ /* compare the fragment's position coordinates against the scissor bounds */
+ m0 = lp_build_compare(builder, type, PIPE_FUNC_GEQUAL, xpos, xmin);
+ m1 = lp_build_compare(builder, type, PIPE_FUNC_GEQUAL, ypos, ymin);
+ m2 = lp_build_compare(builder, type, PIPE_FUNC_LESS, xpos, xmax);
+ m3 = lp_build_compare(builder, type, PIPE_FUNC_LESS, ypos, ymax);
+
+ /* AND all the masks together */
+ m = LLVMBuildAnd(builder, m0, m1, "");
+ m = LLVMBuildAnd(builder, m, m2, "");
+ m = LLVMBuildAnd(builder, m, m3, "");
+
+ lp_build_name(m, "scissormask");
+
+ return m;
+}
+
+
+static LLVMValueRef
+build_int32_vec_const(int value)
+{
+ struct lp_type i32_type;
+
+ memset(&i32_type, 0, sizeof i32_type);
+ i32_type.floating = FALSE; /* values are integers */
+ i32_type.sign = TRUE; /* values are signed */
+ i32_type.norm = FALSE; /* values are not normalized */
+ i32_type.width = 32; /* 32-bit int values */
+ i32_type.length = 4; /* 4 elements per vector */
+ return lp_build_const_int_vec(i32_type, value);
+}
+
+
+
+/**
+ * Generate the fragment shader, depth/stencil test, and alpha tests.
+ * \param i which quad in the tile, in range [0,3]
+ * \param do_tri_test if 1, do triangle edge in/out testing
+ */
+static void
+generate_fs(struct llvmpipe_context *lp,
+ struct lp_fragment_shader *shader,
+ const struct lp_fragment_shader_variant_key *key,
+ LLVMBuilderRef builder,
+ struct lp_type type,
+ LLVMValueRef context_ptr,
+ unsigned i,
+ const struct lp_build_interp_soa_context *interp,
+ struct lp_build_sampler_soa *sampler,
+ LLVMValueRef *pmask,
+ LLVMValueRef (*color)[4],
+ LLVMValueRef depth_ptr,
+ LLVMValueRef facing,
+ unsigned do_tri_test,
+ LLVMValueRef c0,
+ LLVMValueRef c1,
+ LLVMValueRef c2,
+ LLVMValueRef step0_ptr,
+ LLVMValueRef step1_ptr,
+ LLVMValueRef step2_ptr,
+ LLVMValueRef counter)
+{
+ const struct tgsi_token *tokens = shader->base.tokens;
+ LLVMTypeRef vec_type;
+ LLVMValueRef consts_ptr;
+ LLVMValueRef outputs[PIPE_MAX_SHADER_OUTPUTS][NUM_CHANNELS];
+ LLVMValueRef z = interp->pos[2];
+ LLVMValueRef stencil_refs[2];
+ struct lp_build_flow_context *flow;
+ struct lp_build_mask_context mask;
+ boolean early_depth_stencil_test;
+ unsigned attrib;
+ unsigned chan;
+ unsigned cbuf;
+
+ assert(i < 4);
+
+ stencil_refs[0] = lp_jit_context_stencil_ref_front_value(builder, context_ptr);
+ stencil_refs[1] = lp_jit_context_stencil_ref_back_value(builder, context_ptr);
+
+ vec_type = lp_build_vec_type(type);
+
+ consts_ptr = lp_jit_context_constants(builder, context_ptr);
+
+ flow = lp_build_flow_create(builder);
+
+ memset(outputs, 0, sizeof outputs);
+
+ lp_build_flow_scope_begin(flow);
+
+ /* Declare the color and z variables */
+ for(cbuf = 0; cbuf < key->nr_cbufs; cbuf++) {
+ for(chan = 0; chan < NUM_CHANNELS; ++chan) {
+ color[cbuf][chan] = LLVMGetUndef(vec_type);
+ lp_build_flow_scope_declare(flow, &color[cbuf][chan]);
+ }
+ }
+ lp_build_flow_scope_declare(flow, &z);
+
+ /* do triangle edge testing */
+ if (do_tri_test) {
+ generate_tri_edge_mask(builder, i, pmask,
+ c0, c1, c2, step0_ptr, step1_ptr, step2_ptr);
+ }
+ else {
+ *pmask = build_int32_vec_const(~0);
+ }
+
+ /* 'mask' will control execution based on quad's pixel alive/killed state */
+ lp_build_mask_begin(&mask, flow, type, *pmask);
+
+ if (key->scissor) {
+ LLVMValueRef smask =
+ generate_scissor_test(builder, context_ptr, interp, type);
+ lp_build_mask_update(&mask, smask);
+ }
+
+ early_depth_stencil_test =
+ (key->depth.enabled || key->stencil[0].enabled) &&
+ !key->alpha.enabled &&
+ !shader->info.uses_kill &&
+ !shader->info.writes_z;
+
+ if (early_depth_stencil_test)
+ generate_depth_stencil(builder, key,
+ type, &mask,
+ stencil_refs, z, depth_ptr, facing, counter);
+
+ lp_build_tgsi_soa(builder, tokens, type, &mask,
+ consts_ptr, interp->pos, interp->inputs,
+ outputs, sampler, &shader->info);
+
+ /* loop over fragment shader outputs/results */
+ for (attrib = 0; attrib < shader->info.num_outputs; ++attrib) {
+ for(chan = 0; chan < NUM_CHANNELS; ++chan) {
+ if(outputs[attrib][chan]) {
+ LLVMValueRef out = LLVMBuildLoad(builder, outputs[attrib][chan], "");
+ lp_build_name(out, "output%u.%u.%c", i, attrib, "xyzw"[chan]);
+
+ switch (shader->info.output_semantic_name[attrib]) {
+ case TGSI_SEMANTIC_COLOR:
+ {
+ unsigned cbuf = shader->info.output_semantic_index[attrib];
+
+ lp_build_name(out, "color%u.%u.%c", i, attrib, "rgba"[chan]);
+
+ /* Alpha test */
+ /* XXX: should the alpha reference value be passed separately? */
+ /* XXX: should only test the final assignment to alpha */
+ if(cbuf == 0 && chan == 3) {
+ LLVMValueRef alpha = out;
+ LLVMValueRef alpha_ref_value;
+ alpha_ref_value = lp_jit_context_alpha_ref_value(builder, context_ptr);
+ alpha_ref_value = lp_build_broadcast(builder, vec_type, alpha_ref_value);
+ lp_build_alpha_test(builder, &key->alpha, type,
+ &mask, alpha, alpha_ref_value);
+ }
+
+ color[cbuf][chan] = out;
+ break;
+ }
+
+ case TGSI_SEMANTIC_POSITION:
+ if(chan == 2)
+ z = out;
+ break;
+ }
+ }
+ }
+ }
+
+ if (!early_depth_stencil_test)
+ generate_depth_stencil(builder, key,
+ type, &mask,
+ stencil_refs, z, depth_ptr, facing, counter);
+
+ lp_build_mask_end(&mask);
+
+ lp_build_flow_scope_end(flow);
+
+ lp_build_flow_destroy(flow);
+
+ *pmask = mask.value;
+
+}
+
+
+/**
+ * Generate color blending and color output.
+ * \param rt the render target index (to index blend, colormask state)
+ * \param type the pixel color type
+ * \param context_ptr pointer to the runtime JIT context
+ * \param mask execution mask (active fragment/pixel mask)
+ * \param src colors from the fragment shader
+ * \param dst_ptr the destination color buffer pointer
+ */
+static void
+generate_blend(const struct pipe_blend_state *blend,
+ unsigned rt,
+ LLVMBuilderRef builder,
+ struct lp_type type,
+ LLVMValueRef context_ptr,
+ LLVMValueRef mask,
+ LLVMValueRef *src,
+ LLVMValueRef dst_ptr)
+{
+ struct lp_build_context bld;
+ struct lp_build_flow_context *flow;
+ struct lp_build_mask_context mask_ctx;
+ LLVMTypeRef vec_type;
+ LLVMValueRef const_ptr;
+ LLVMValueRef con[4];
+ LLVMValueRef dst[4];
+ LLVMValueRef res[4];
+ unsigned chan;
+
+ lp_build_context_init(&bld, builder, type);
+
+ flow = lp_build_flow_create(builder);
+
+ /* we'll use this mask context to skip blending if all pixels are dead */
+ lp_build_mask_begin(&mask_ctx, flow, type, mask);
+
+ vec_type = lp_build_vec_type(type);
+
+ const_ptr = lp_jit_context_blend_color(builder, context_ptr);
+ const_ptr = LLVMBuildBitCast(builder, const_ptr,
+ LLVMPointerType(vec_type, 0), "");
+
+ /* load constant blend color and colors from the dest color buffer */
+ for(chan = 0; chan < 4; ++chan) {
+ LLVMValueRef index = LLVMConstInt(LLVMInt32Type(), chan, 0);
+ con[chan] = LLVMBuildLoad(builder, LLVMBuildGEP(builder, const_ptr, &index, 1, ""), "");
+
+ dst[chan] = LLVMBuildLoad(builder, LLVMBuildGEP(builder, dst_ptr, &index, 1, ""), "");
+
+ lp_build_name(con[chan], "con.%c", "rgba"[chan]);
+ lp_build_name(dst[chan], "dst.%c", "rgba"[chan]);
+ }
+
+ /* do blend */
+ lp_build_blend_soa(builder, blend, type, rt, src, dst, con, res);
+
+ /* store results to color buffer */
+ for(chan = 0; chan < 4; ++chan) {
+ if(blend->rt[rt].colormask & (1 << chan)) {
+ LLVMValueRef index = LLVMConstInt(LLVMInt32Type(), chan, 0);
+ lp_build_name(res[chan], "res.%c", "rgba"[chan]);
+ res[chan] = lp_build_select(&bld, mask, res[chan], dst[chan]);
+ LLVMBuildStore(builder, res[chan], LLVMBuildGEP(builder, dst_ptr, &index, 1, ""));
+ }
+ }
+
+ lp_build_mask_end(&mask_ctx);
+ lp_build_flow_destroy(flow);
+}
+
+
+/**
+ * Generate the runtime callable function for the whole fragment pipeline.
+ * Note that the function which we generate operates on a block of 16
+ * pixels at at time. The block contains 2x2 quads. Each quad contains
+ * 2x2 pixels.
+ */
+static void
+generate_fragment(struct llvmpipe_context *lp,
+ struct lp_fragment_shader *shader,
+ struct lp_fragment_shader_variant *variant,
+ unsigned do_tri_test)
+{
+ struct llvmpipe_screen *screen = llvmpipe_screen(lp->pipe.screen);
+ const struct lp_fragment_shader_variant_key *key = &variant->key;
+ char func_name[256];
+ struct lp_type fs_type;
+ struct lp_type blend_type;
+ LLVMTypeRef fs_elem_type;
+ LLVMTypeRef fs_int_vec_type;
+ LLVMTypeRef blend_vec_type;
+ LLVMTypeRef arg_types[16];
+ LLVMTypeRef func_type;
+ LLVMTypeRef int32_vec4_type = lp_build_int32_vec4_type();
+ LLVMValueRef context_ptr;
+ LLVMValueRef x;
+ LLVMValueRef y;
+ LLVMValueRef a0_ptr;
+ LLVMValueRef dadx_ptr;
+ LLVMValueRef dady_ptr;
+ LLVMValueRef color_ptr_ptr;
+ LLVMValueRef depth_ptr;
+ LLVMValueRef c0, c1, c2, step0_ptr, step1_ptr, step2_ptr, counter = NULL;
+ LLVMBasicBlockRef block;
+ LLVMBuilderRef builder;
+ struct lp_build_sampler_soa *sampler;
+ struct lp_build_interp_soa_context interp;
+ LLVMValueRef fs_mask[LP_MAX_VECTOR_LENGTH];
+ LLVMValueRef fs_out_color[PIPE_MAX_COLOR_BUFS][NUM_CHANNELS][LP_MAX_VECTOR_LENGTH];
+ LLVMValueRef blend_mask;
+ LLVMValueRef function;
+ LLVMValueRef facing;
+ unsigned num_fs;
+ unsigned i;
+ unsigned chan;
+ unsigned cbuf;
+
+
+ /* TODO: actually pick these based on the fs and color buffer
+ * characteristics. */
+
+ memset(&fs_type, 0, sizeof fs_type);
+ fs_type.floating = TRUE; /* floating point values */
+ fs_type.sign = TRUE; /* values are signed */
+ fs_type.norm = FALSE; /* values are not limited to [0,1] or [-1,1] */
+ fs_type.width = 32; /* 32-bit float */
+ fs_type.length = 4; /* 4 elements per vector */
+ num_fs = 4; /* number of quads per block */
+
+ memset(&blend_type, 0, sizeof blend_type);
+ blend_type.floating = FALSE; /* values are integers */
+ blend_type.sign = FALSE; /* values are unsigned */
+ blend_type.norm = TRUE; /* values are in [0,1] or [-1,1] */
+ blend_type.width = 8; /* 8-bit ubyte values */
+ blend_type.length = 16; /* 16 elements per vector */
+
+ /*
+ * Generate the function prototype. Any change here must be reflected in
+ * lp_jit.h's lp_jit_frag_func function pointer type, and vice-versa.
+ */
+
+ fs_elem_type = lp_build_elem_type(fs_type);
+ fs_int_vec_type = lp_build_int_vec_type(fs_type);
+
+ blend_vec_type = lp_build_vec_type(blend_type);
+
+ util_snprintf(func_name, sizeof(func_name), "fs%u_variant%u_%s",
+ shader->no, variant->no, do_tri_test ? "edge" : "whole");
+
+ arg_types[0] = screen->context_ptr_type; /* context */
+ arg_types[1] = LLVMInt32Type(); /* x */
+ arg_types[2] = LLVMInt32Type(); /* y */
+ arg_types[3] = LLVMFloatType(); /* facing */
+ arg_types[4] = LLVMPointerType(fs_elem_type, 0); /* a0 */
+ arg_types[5] = LLVMPointerType(fs_elem_type, 0); /* dadx */
+ arg_types[6] = LLVMPointerType(fs_elem_type, 0); /* dady */
+ arg_types[7] = LLVMPointerType(LLVMPointerType(blend_vec_type, 0), 0); /* color */
+ arg_types[8] = LLVMPointerType(fs_int_vec_type, 0); /* depth */
+ arg_types[9] = LLVMInt32Type(); /* c0 */
+ arg_types[10] = LLVMInt32Type(); /* c1 */
+ arg_types[11] = LLVMInt32Type(); /* c2 */
+ /* Note: the step arrays are built as int32[16] but we interpret
+ * them here as int32_vec4[4].
+ */
+ arg_types[12] = LLVMPointerType(int32_vec4_type, 0);/* step0 */
+ arg_types[13] = LLVMPointerType(int32_vec4_type, 0);/* step1 */
+ arg_types[14] = LLVMPointerType(int32_vec4_type, 0);/* step2 */
+ arg_types[15] = LLVMPointerType(LLVMInt32Type(), 0);/* counter */
+
+ func_type = LLVMFunctionType(LLVMVoidType(), arg_types, Elements(arg_types), 0);
+
+ function = LLVMAddFunction(screen->module, func_name, func_type);
+ LLVMSetFunctionCallConv(function, LLVMCCallConv);
+
+ variant->function[do_tri_test] = function;
+
+
+ /* XXX: need to propagate noalias down into color param now we are
+ * passing a pointer-to-pointer?
+ */
+ for(i = 0; i < Elements(arg_types); ++i)
+ if(LLVMGetTypeKind(arg_types[i]) == LLVMPointerTypeKind)
+ LLVMAddAttribute(LLVMGetParam(function, i), LLVMNoAliasAttribute);
+
+ context_ptr = LLVMGetParam(function, 0);
+ x = LLVMGetParam(function, 1);
+ y = LLVMGetParam(function, 2);
+ facing = LLVMGetParam(function, 3);
+ a0_ptr = LLVMGetParam(function, 4);
+ dadx_ptr = LLVMGetParam(function, 5);
+ dady_ptr = LLVMGetParam(function, 6);
+ color_ptr_ptr = LLVMGetParam(function, 7);
+ depth_ptr = LLVMGetParam(function, 8);
+ c0 = LLVMGetParam(function, 9);
+ c1 = LLVMGetParam(function, 10);
+ c2 = LLVMGetParam(function, 11);
+ step0_ptr = LLVMGetParam(function, 12);
+ step1_ptr = LLVMGetParam(function, 13);
+ step2_ptr = LLVMGetParam(function, 14);
+
+ lp_build_name(context_ptr, "context");
+ lp_build_name(x, "x");
+ lp_build_name(y, "y");
+ lp_build_name(a0_ptr, "a0");
+ lp_build_name(dadx_ptr, "dadx");
+ lp_build_name(dady_ptr, "dady");
+ lp_build_name(color_ptr_ptr, "color_ptr_ptr");
+ lp_build_name(depth_ptr, "depth");
+ lp_build_name(c0, "c0");
+ lp_build_name(c1, "c1");
+ lp_build_name(c2, "c2");
+ lp_build_name(step0_ptr, "step0");
+ lp_build_name(step1_ptr, "step1");
+ lp_build_name(step2_ptr, "step2");
+
+ if (key->occlusion_count) {
+ counter = LLVMGetParam(function, 15);
+ lp_build_name(counter, "counter");
+ }
+
+ /*
+ * Function body
+ */
+
+ block = LLVMAppendBasicBlock(function, "entry");
+ builder = LLVMCreateBuilder();
+ LLVMPositionBuilderAtEnd(builder, block);
+
+ /*
+ * The shader input interpolation info is not explicitely baked in the
+ * shader key, but everything it derives from (TGSI, and flatshade) is
+ * already included in the shader key.
+ */
+ lp_build_interp_soa_init(&interp,
+ lp->num_inputs,
+ lp->inputs,
+ builder, fs_type,
+ a0_ptr, dadx_ptr, dady_ptr,
+ x, y);
+
+ /* code generated texture sampling */
+ sampler = lp_llvm_sampler_soa_create(key->sampler, context_ptr);
+
+ /* loop over quads in the block */
+ for(i = 0; i < num_fs; ++i) {
+ LLVMValueRef index = LLVMConstInt(LLVMInt32Type(), i, 0);
+ LLVMValueRef out_color[PIPE_MAX_COLOR_BUFS][NUM_CHANNELS];
+ LLVMValueRef depth_ptr_i;
+
+ if(i != 0)
+ lp_build_interp_soa_update(&interp, i);
+
+ depth_ptr_i = LLVMBuildGEP(builder, depth_ptr, &index, 1, "");
+
+ generate_fs(lp, shader, key,
+ builder,
+ fs_type,
+ context_ptr,
+ i,
+ &interp,
+ sampler,
+ &fs_mask[i], /* output */
+ out_color,
+ depth_ptr_i,
+ facing,
+ do_tri_test,
+ c0, c1, c2,
+ step0_ptr, step1_ptr, step2_ptr, counter);
+
+ for(cbuf = 0; cbuf < key->nr_cbufs; cbuf++)
+ for(chan = 0; chan < NUM_CHANNELS; ++chan)
+ fs_out_color[cbuf][chan][i] = out_color[cbuf][chan];
+ }
+
+ sampler->destroy(sampler);
+
+ /* Loop over color outputs / color buffers to do blending.
+ */
+ for(cbuf = 0; cbuf < key->nr_cbufs; cbuf++) {
+ LLVMValueRef color_ptr;
+ LLVMValueRef index = LLVMConstInt(LLVMInt32Type(), cbuf, 0);
+ LLVMValueRef blend_in_color[NUM_CHANNELS];
+ unsigned rt;
+
+ /*
+ * Convert the fs's output color and mask to fit to the blending type.
+ */
+ for(chan = 0; chan < NUM_CHANNELS; ++chan) {
+ lp_build_conv(builder, fs_type, blend_type,
+ fs_out_color[cbuf][chan], num_fs,
+ &blend_in_color[chan], 1);
+ lp_build_name(blend_in_color[chan], "color%d.%c", cbuf, "rgba"[chan]);
+ }
+
+ lp_build_conv_mask(builder, fs_type, blend_type,
+ fs_mask, num_fs,
+ &blend_mask, 1);
+
+ color_ptr = LLVMBuildLoad(builder,
+ LLVMBuildGEP(builder, color_ptr_ptr, &index, 1, ""),
+ "");
+ lp_build_name(color_ptr, "color_ptr%d", cbuf);
+
+ /* which blend/colormask state to use */
+ rt = key->blend.independent_blend_enable ? cbuf : 0;
+
+ /*
+ * Blending.
+ */
+ generate_blend(&key->blend,
+ rt,
+ builder,
+ blend_type,
+ context_ptr,
+ blend_mask,
+ blend_in_color,
+ color_ptr);
+ }
+
+ LLVMBuildRetVoid(builder);
+
+ LLVMDisposeBuilder(builder);
+
+
+ /* Verify the LLVM IR. If invalid, dump and abort */
+#ifdef DEBUG
+ if(LLVMVerifyFunction(function, LLVMPrintMessageAction)) {
+ if (1)
+ lp_debug_dump_value(function);
+ abort();
+ }
+#endif
+
+ /* Apply optimizations to LLVM IR */
+ if (1)
+ LLVMRunFunctionPassManager(screen->pass, function);
+
+ if (gallivm_debug & GALLIVM_DEBUG_IR) {
+ /* Print the LLVM IR to stderr */
+ lp_debug_dump_value(function);
+ debug_printf("\n");
+ }
+
+ /*
+ * Translate the LLVM IR into machine code.
+ */
+ {
+ void *f = LLVMGetPointerToGlobal(screen->engine, function);
+
+ variant->jit_function[do_tri_test] = (lp_jit_frag_func)pointer_to_func(f);
+
+ if (gallivm_debug & GALLIVM_DEBUG_ASM) {
+ lp_disassemble(f);
+ }
+ }
+}
+
+
+static void
+dump_fs_variant_key(const struct lp_fragment_shader_variant_key *key)
+{
+ unsigned i;
+
+ debug_printf("fs variant %p:\n", (void *) key);
+
+ if (key->depth.enabled) {
+ debug_printf("depth.format = %s\n", util_format_name(key->zsbuf_format));
+ debug_printf("depth.func = %s\n", util_dump_func(key->depth.func, TRUE));
+ debug_printf("depth.writemask = %u\n", key->depth.writemask);
+ }
+
+ for (i = 0; i < 2; ++i) {
+ if (key->stencil[i].enabled) {
+ debug_printf("stencil[%u].func = %s\n", i, util_dump_func(key->stencil[i].func, TRUE));
+ debug_printf("stencil[%u].fail_op = %s\n", i, util_dump_stencil_op(key->stencil[i].fail_op, TRUE));
+ debug_printf("stencil[%u].zpass_op = %s\n", i, util_dump_stencil_op(key->stencil[i].zpass_op, TRUE));
+ debug_printf("stencil[%u].zfail_op = %s\n", i, util_dump_stencil_op(key->stencil[i].zfail_op, TRUE));
+ debug_printf("stencil[%u].valuemask = 0x%x\n", i, key->stencil[i].valuemask);
+ debug_printf("stencil[%u].writemask = 0x%x\n", i, key->stencil[i].writemask);
+ }
+ }
+
+ if (key->alpha.enabled) {
+ debug_printf("alpha.func = %s\n", util_dump_func(key->alpha.func, TRUE));
+ debug_printf("alpha.ref_value = %f\n", key->alpha.ref_value);
+ }
+
+ if (key->blend.logicop_enable) {
+ debug_printf("blend.logicop_func = %s\n", util_dump_logicop(key->blend.logicop_func, TRUE));
+ }
+ else if (key->blend.rt[0].blend_enable) {
+ debug_printf("blend.rgb_func = %s\n", util_dump_blend_func (key->blend.rt[0].rgb_func, TRUE));
+ debug_printf("blend.rgb_src_factor = %s\n", util_dump_blend_factor(key->blend.rt[0].rgb_src_factor, TRUE));
+ debug_printf("blend.rgb_dst_factor = %s\n", util_dump_blend_factor(key->blend.rt[0].rgb_dst_factor, TRUE));
+ debug_printf("blend.alpha_func = %s\n", util_dump_blend_func (key->blend.rt[0].alpha_func, TRUE));
+ debug_printf("blend.alpha_src_factor = %s\n", util_dump_blend_factor(key->blend.rt[0].alpha_src_factor, TRUE));
+ debug_printf("blend.alpha_dst_factor = %s\n", util_dump_blend_factor(key->blend.rt[0].alpha_dst_factor, TRUE));
+ }
+ debug_printf("blend.colormask = 0x%x\n", key->blend.rt[0].colormask);
+ for (i = 0; i < PIPE_MAX_SAMPLERS; ++i) {
+ if (key->sampler[i].format) {
+ debug_printf("sampler[%u] = \n", i);
+ debug_printf(" .format = %s\n",
+ util_format_name(key->sampler[i].format));
+ debug_printf(" .target = %s\n",
+ util_dump_tex_target(key->sampler[i].target, TRUE));
+ debug_printf(" .pot = %u %u %u\n",
+ key->sampler[i].pot_width,
+ key->sampler[i].pot_height,
+ key->sampler[i].pot_depth);
+ debug_printf(" .wrap = %s %s %s\n",
+ util_dump_tex_wrap(key->sampler[i].wrap_s, TRUE),
+ util_dump_tex_wrap(key->sampler[i].wrap_t, TRUE),
+ util_dump_tex_wrap(key->sampler[i].wrap_r, TRUE));
+ debug_printf(" .min_img_filter = %s\n",
+ util_dump_tex_filter(key->sampler[i].min_img_filter, TRUE));
+ debug_printf(" .min_mip_filter = %s\n",
+ util_dump_tex_mipfilter(key->sampler[i].min_mip_filter, TRUE));
+ debug_printf(" .mag_img_filter = %s\n",
+ util_dump_tex_filter(key->sampler[i].mag_img_filter, TRUE));
+ if (key->sampler[i].compare_mode != PIPE_TEX_COMPARE_NONE)
+ debug_printf(" .compare_func = %s\n", util_dump_func(key->sampler[i].compare_func, TRUE));
+ debug_printf(" .normalized_coords = %u\n", key->sampler[i].normalized_coords);
+ }
+ }
+}
+
+
+
+static struct lp_fragment_shader_variant *
+generate_variant(struct llvmpipe_context *lp,
+ struct lp_fragment_shader *shader,
+ const struct lp_fragment_shader_variant_key *key)
+{
+ struct lp_fragment_shader_variant *variant;
+
+ variant = CALLOC_STRUCT(lp_fragment_shader_variant);
+ if(!variant)
+ return NULL;
+
+ variant->shader = shader;
+ variant->list_item_global.base = variant;
+ variant->list_item_local.base = variant;
+ variant->no = shader->variants_created++;
+
+ memcpy(&variant->key, key, sizeof *key);
+
+ if (gallivm_debug & GALLIVM_DEBUG_IR) {
+ debug_printf("llvmpipe: Creating fragment shader #%u variant #%u:\n",
+ shader->no, variant->no);
+ tgsi_dump(shader->base.tokens, 0);
+ dump_fs_variant_key(key);
+ }
+
+ generate_fragment(lp, shader, variant, RAST_WHOLE);
+ generate_fragment(lp, shader, variant, RAST_EDGE_TEST);
+
+ /* TODO: most of these can be relaxed, in particular the colormask */
+ variant->opaque =
+ !key->blend.logicop_enable &&
+ !key->blend.rt[0].blend_enable &&
+ key->blend.rt[0].colormask == 0xf &&
+ !key->stencil[0].enabled &&
+ !key->alpha.enabled &&
+ !key->depth.enabled &&
+ !key->scissor &&
+ !shader->info.uses_kill
+ ? TRUE : FALSE;
+
+ return variant;
+}
+
+
+static void *
+llvmpipe_create_fs_state(struct pipe_context *pipe,
+ const struct pipe_shader_state *templ)
+{
+ struct lp_fragment_shader *shader;
+
+ shader = CALLOC_STRUCT(lp_fragment_shader);
+ if (!shader)
+ return NULL;
+
+ shader->no = fs_no++;
+ make_empty_list(&shader->variants);
+
+ /* get/save the summary info for this shader */
+ tgsi_scan_shader(templ->tokens, &shader->info);
+
+ /* we need to keep a local copy of the tokens */
+ shader->base.tokens = tgsi_dup_tokens(templ->tokens);
+
+ if (LP_DEBUG & DEBUG_TGSI) {
+ unsigned attrib;
+ debug_printf("llvmpipe: Create fragment shader #%u %p:\n", shader->no, (void *) shader);
+ tgsi_dump(templ->tokens, 0);
+ debug_printf("usage masks:\n");
+ for (attrib = 0; attrib < shader->info.num_inputs; ++attrib) {
+ unsigned usage_mask = shader->info.input_usage_mask[attrib];
+ debug_printf(" IN[%u].%s%s%s%s\n",
+ attrib,
+ usage_mask & TGSI_WRITEMASK_X ? "x" : "",
+ usage_mask & TGSI_WRITEMASK_Y ? "y" : "",
+ usage_mask & TGSI_WRITEMASK_Z ? "z" : "",
+ usage_mask & TGSI_WRITEMASK_W ? "w" : "");
+ }
+ debug_printf("\n");
+ }
+
+ return shader;
+}
+
+
+static void
+llvmpipe_bind_fs_state(struct pipe_context *pipe, void *fs)
+{
+ struct llvmpipe_context *llvmpipe = llvmpipe_context(pipe);
+
+ if (llvmpipe->fs == fs)
+ return;
+
+ draw_flush(llvmpipe->draw);
+
+ llvmpipe->fs = fs;
+
+ llvmpipe->dirty |= LP_NEW_FS;
+}
+
+static void
+remove_shader_variant(struct llvmpipe_context *lp,
+ struct lp_fragment_shader_variant *variant)
+{
+ struct llvmpipe_screen *screen = llvmpipe_screen(lp->pipe.screen);
+ unsigned i;
+
+ if (gallivm_debug & GALLIVM_DEBUG_IR) {
+ debug_printf("llvmpipe: del fs #%u var #%u v created #%u v cached #%u v total cached #%u\n",
+ variant->shader->no, variant->no, variant->shader->variants_created,
+ variant->shader->variants_cached, lp->nr_fs_variants);
+ }
+ for (i = 0; i < Elements(variant->function); i++) {
+ if (variant->function[i]) {
+ if (variant->jit_function[i])
+ LLVMFreeMachineCodeForFunction(screen->engine,
+ variant->function[i]);
+ LLVMDeleteFunction(variant->function[i]);
+ }
+ }
+ remove_from_list(&variant->list_item_local);
+ variant->shader->variants_cached--;
+ remove_from_list(&variant->list_item_global);
+ lp->nr_fs_variants--;
+ FREE(variant);
+}
+
+static void
+llvmpipe_delete_fs_state(struct pipe_context *pipe, void *fs)
+{
+ struct llvmpipe_context *llvmpipe = llvmpipe_context(pipe);
+ struct pipe_fence_handle *fence = NULL;
+ struct lp_fragment_shader *shader = fs;
+ struct lp_fs_variant_list_item *li;
+
+ assert(fs != llvmpipe->fs);
+ (void) llvmpipe;
+
+ /*
+ * XXX: we need to flush the context until we have some sort of reference
+ * counting in fragment shaders as they may still be binned
+ * Flushing alone might not sufficient we need to wait on it too.
+ */
+
+ llvmpipe_flush(pipe, 0, &fence);
+
+ if (fence) {
+ pipe->screen->fence_finish(pipe->screen, fence, 0);
+ pipe->screen->fence_reference(pipe->screen, &fence, NULL);
+ }
+
+ li = first_elem(&shader->variants);
+ while(!at_end(&shader->variants, li)) {
+ struct lp_fs_variant_list_item *next = next_elem(li);
+ remove_shader_variant(llvmpipe, li->base);
+ li = next;
+ }
+
+ assert(shader->variants_cached == 0);
+ FREE((void *) shader->base.tokens);
+ FREE(shader);
+}
+
+
+
+static void
+llvmpipe_set_constant_buffer(struct pipe_context *pipe,
+ uint shader, uint index,
+ struct pipe_resource *constants)
+{
+ struct llvmpipe_context *llvmpipe = llvmpipe_context(pipe);
+ unsigned size = constants ? constants->width0 : 0;
+ const void *data = constants ? llvmpipe_resource_data(constants) : NULL;
+
+ assert(shader < PIPE_SHADER_TYPES);
+ assert(index < PIPE_MAX_CONSTANT_BUFFERS);
+
+ if(llvmpipe->constants[shader][index] == constants)
+ return;
+
+ draw_flush(llvmpipe->draw);
+
+ /* note: reference counting */
+ pipe_resource_reference(&llvmpipe->constants[shader][index], constants);
+
+ if(shader == PIPE_SHADER_VERTEX ||
+ shader == PIPE_SHADER_GEOMETRY) {
+ draw_set_mapped_constant_buffer(llvmpipe->draw, shader,
+ index, data, size);
+ }
+
+ llvmpipe->dirty |= LP_NEW_CONSTANTS;
+}
+
+
+/**
+ * Return the blend factor equivalent to a destination alpha of one.
+ */
+static INLINE unsigned
+force_dst_alpha_one(unsigned factor, boolean alpha)
+{
+ switch(factor) {
+ case PIPE_BLENDFACTOR_DST_ALPHA:
+ return PIPE_BLENDFACTOR_ONE;
+ case PIPE_BLENDFACTOR_INV_DST_ALPHA:
+ return PIPE_BLENDFACTOR_ZERO;
+ case PIPE_BLENDFACTOR_SRC_ALPHA_SATURATE:
+ return PIPE_BLENDFACTOR_ZERO;
+ }
+
+ if (alpha) {
+ switch(factor) {
+ case PIPE_BLENDFACTOR_DST_COLOR:
+ return PIPE_BLENDFACTOR_ONE;
+ case PIPE_BLENDFACTOR_INV_DST_COLOR:
+ return PIPE_BLENDFACTOR_ZERO;
+ }
+ }
+
+ return factor;
+}
+
+
+/**
+ * We need to generate several variants of the fragment pipeline to match
+ * all the combinations of the contributing state atoms.
+ *
+ * TODO: there is actually no reason to tie this to context state -- the
+ * generated code could be cached globally in the screen.
+ */
+static void
+make_variant_key(struct llvmpipe_context *lp,
+ struct lp_fragment_shader *shader,
+ struct lp_fragment_shader_variant_key *key)
+{
+ unsigned i;
+
+ memset(key, 0, sizeof *key);
+
+ if (lp->framebuffer.zsbuf) {
+ if (lp->depth_stencil->depth.enabled) {
+ key->zsbuf_format = lp->framebuffer.zsbuf->format;
+ memcpy(&key->depth, &lp->depth_stencil->depth, sizeof key->depth);
+ }
+ if (lp->depth_stencil->stencil[0].enabled) {
+ key->zsbuf_format = lp->framebuffer.zsbuf->format;
+ memcpy(&key->stencil, &lp->depth_stencil->stencil, sizeof key->stencil);
+ }
+ }
+
+ key->alpha.enabled = lp->depth_stencil->alpha.enabled;
+ if(key->alpha.enabled)
+ key->alpha.func = lp->depth_stencil->alpha.func;
+ /* alpha.ref_value is passed in jit_context */
+
+ key->flatshade = lp->rasterizer->flatshade;
+ key->scissor = lp->rasterizer->scissor;
+ if (lp->active_query_count) {
+ key->occlusion_count = TRUE;
+ }
+
+ if (lp->framebuffer.nr_cbufs) {
+ memcpy(&key->blend, lp->blend, sizeof key->blend);
+ }
+
+ key->nr_cbufs = lp->framebuffer.nr_cbufs;
+ for (i = 0; i < lp->framebuffer.nr_cbufs; i++) {
+ struct pipe_rt_blend_state *blend_rt = &key->blend.rt[i];
+ const struct util_format_description *format_desc;
+ unsigned chan;
+
+ format_desc = util_format_description(lp->framebuffer.cbufs[i]->format);
+ assert(format_desc->colorspace == UTIL_FORMAT_COLORSPACE_RGB ||
+ format_desc->colorspace == UTIL_FORMAT_COLORSPACE_SRGB);
+
+ blend_rt->colormask = lp->blend->rt[i].colormask;
+
+ /* mask out color channels not present in the color buffer.
+ * Should be simple to incorporate per-cbuf writemasks:
+ */
+ for(chan = 0; chan < 4; ++chan) {
+ enum util_format_swizzle swizzle = format_desc->swizzle[chan];
+
+ if(swizzle > UTIL_FORMAT_SWIZZLE_W)
+ blend_rt->colormask &= ~(1 << chan);
+ }
+
+ /*
+ * Our swizzled render tiles always have an alpha channel, but the linear
+ * render target format often does not, so force here the dst alpha to be
+ * one.
+ *
+ * This is not a mere optimization. Wrong results will be produced if the
+ * dst alpha is used, the dst format does not have alpha, and the previous
+ * rendering was not flushed from the swizzled to linear buffer. For
+ * example, NonPowTwo DCT.
+ *
+ * TODO: This should be generalized to all channels for better
+ * performance, but only alpha causes correctness issues.
+ */
+ if (format_desc->swizzle[3] > UTIL_FORMAT_SWIZZLE_W) {
+ blend_rt->rgb_src_factor = force_dst_alpha_one(blend_rt->rgb_src_factor, FALSE);
+ blend_rt->rgb_dst_factor = force_dst_alpha_one(blend_rt->rgb_dst_factor, FALSE);
+ blend_rt->alpha_src_factor = force_dst_alpha_one(blend_rt->alpha_src_factor, TRUE);
+ blend_rt->alpha_dst_factor = force_dst_alpha_one(blend_rt->alpha_dst_factor, TRUE);
+ }
+ }
+
+ for(i = 0; i < PIPE_MAX_SAMPLERS; ++i)
+ if(shader->info.file_mask[TGSI_FILE_SAMPLER] & (1 << i))
+ lp_sampler_static_state(&key->sampler[i], lp->fragment_sampler_views[i], lp->sampler[i]);
+}
+
+/**
+ * Update fragment state. This is called just prior to drawing
+ * something when some fragment-related state has changed.
+ */
+void
+llvmpipe_update_fs(struct llvmpipe_context *lp)
+{
+ struct lp_fragment_shader *shader = lp->fs;
+ struct lp_fragment_shader_variant_key key;
+ struct lp_fragment_shader_variant *variant = NULL;
+ struct lp_fs_variant_list_item *li;
+
+ make_variant_key(lp, shader, &key);
+
+ li = first_elem(&shader->variants);
+ while(!at_end(&shader->variants, li)) {
+ if(memcmp(&li->base->key, &key, sizeof key) == 0) {
+ variant = li->base;
+ break;
+ }
+ li = next_elem(li);
+ }
+
+ if (variant) {
+ move_to_head(&lp->fs_variants_list, &variant->list_item_global);
+ }
+ else {
+ int64_t t0, t1;
+ int64_t dt;
+ unsigned i;
+ if (lp->nr_fs_variants >= LP_MAX_SHADER_VARIANTS) {
+ struct pipe_context *pipe = &lp->pipe;
+ struct pipe_fence_handle *fence = NULL;
+
+ /*
+ * XXX: we need to flush the context until we have some sort of reference
+ * counting in fragment shaders as they may still be binned
+ * Flushing alone might not be sufficient we need to wait on it too.
+ */
+ llvmpipe_flush(pipe, 0, &fence);
+
+ if (fence) {
+ pipe->screen->fence_finish(pipe->screen, fence, 0);
+ pipe->screen->fence_reference(pipe->screen, &fence, NULL);
+ }
+ for (i = 0; i < LP_MAX_SHADER_VARIANTS / 4; i++) {
+ struct lp_fs_variant_list_item *item = last_elem(&lp->fs_variants_list);
+ remove_shader_variant(lp, item->base);
+ }
+ }
+ t0 = os_time_get();
+
+ variant = generate_variant(lp, shader, &key);
+
+ t1 = os_time_get();
+ dt = t1 - t0;
+ LP_COUNT_ADD(llvm_compile_time, dt);
+ LP_COUNT_ADD(nr_llvm_compiles, 2); /* emit vs. omit in/out test */
+
+ if (variant) {
+ insert_at_head(&shader->variants, &variant->list_item_local);
+ insert_at_head(&lp->fs_variants_list, &variant->list_item_global);
+ lp->nr_fs_variants++;
+ shader->variants_cached++;
+ }
+ }
+
+ lp_setup_set_fs_variant(lp->setup, variant);
+}
+
+
+
+void
+llvmpipe_init_fs_funcs(struct llvmpipe_context *llvmpipe)
+{
+ llvmpipe->pipe.create_fs_state = llvmpipe_create_fs_state;
+ llvmpipe->pipe.bind_fs_state = llvmpipe_bind_fs_state;
+ llvmpipe->pipe.delete_fs_state = llvmpipe_delete_fs_state;
+
+ llvmpipe->pipe.set_constant_buffer = llvmpipe_set_constant_buffer;
+}