/************************************************************************** * * 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_memory.h" #include "pipe/p_shader_tokens.h" #include "draw/draw_context.h" #include "draw/draw_vertex.h" #include "i915_context.h" #include "i915_state.h" #include "i915_reg.h" #include "i915_fpc.h" /** * Determine the hardware vertex layout. * Depends on vertex/fragment shader state. */ static void calculate_vertex_layout( struct i915_context *i915 ) { const struct i915_fragment_shader *fs = i915->fs; const enum interp_mode colorInterp = i915->rasterizer->color_interp; struct vertex_info vinfo; boolean texCoords[8], colors[2], fog, needW; uint i; int src; memset(texCoords, 0, sizeof(texCoords)); colors[0] = colors[1] = fog = needW = FALSE; memset(&vinfo, 0, sizeof(vinfo)); /* Determine which fragment program inputs are needed. Setup HW vertex * layout below, in the HW-specific attribute order. */ for (i = 0; i < fs->info.num_inputs; i++) { switch (fs->info.input_semantic_name[i]) { case TGSI_SEMANTIC_POSITION: break; case TGSI_SEMANTIC_COLOR: assert(fs->info.input_semantic_index[i] < 2); colors[fs->info.input_semantic_index[i]] = TRUE; break; case TGSI_SEMANTIC_GENERIC: /* usually a texcoord */ { const uint unit = fs->info.input_semantic_index[i]; assert(unit < 8); texCoords[unit] = TRUE; needW = TRUE; } break; case TGSI_SEMANTIC_FOG: fog = TRUE; break; default: assert(0); } } /* pos */ src = draw_find_vs_output(i915->draw, TGSI_SEMANTIC_POSITION, 0); if (needW) { draw_emit_vertex_attr(&vinfo, EMIT_4F, INTERP_LINEAR, src); vinfo.hwfmt[0] |= S4_VFMT_XYZW; vinfo.emit[0] = EMIT_4F; } else { draw_emit_vertex_attr(&vinfo, EMIT_3F, INTERP_LINEAR, src); vinfo.hwfmt[0] |= S4_VFMT_XYZ; vinfo.emit[0] = EMIT_3F; } /* hardware point size */ /* XXX todo */ /* primary color */ if (colors[0]) { src = draw_find_vs_output(i915->draw, TGSI_SEMANTIC_COLOR, 0); draw_emit_vertex_attr(&vinfo, EMIT_4UB, colorInterp, src); vinfo.hwfmt[0] |= S4_VFMT_COLOR; } /* secondary color */ if (colors[1]) { src = draw_find_vs_output(i915->draw, TGSI_SEMANTIC_COLOR, 1); draw_emit_vertex_attr(&vinfo, EMIT_4UB, colorInterp, src); vinfo.hwfmt[0] |= S4_VFMT_SPEC_FOG; } /* fog coord, not fog blend factor */ if (fog) { src = draw_find_vs_output(i915->draw, TGSI_SEMANTIC_FOG, 0); draw_emit_vertex_attr(&vinfo, EMIT_1F, INTERP_PERSPECTIVE, src); vinfo.hwfmt[0] |= S4_VFMT_FOG_PARAM; } /* texcoords */ for (i = 0; i < 8; i++) { uint hwtc; if (texCoords[i]) { hwtc = TEXCOORDFMT_4D; src = draw_find_vs_output(i915->draw, TGSI_SEMANTIC_GENERIC, i); draw_emit_vertex_attr(&vinfo, EMIT_4F, INTERP_PERSPECTIVE, src); } else { hwtc = TEXCOORDFMT_NOT_PRESENT; } vinfo.hwfmt[1] |= hwtc << (i * 4); } draw_compute_vertex_size(&vinfo); if (memcmp(&i915->current.vertex_info, &vinfo, sizeof(vinfo))) { /* Need to set this flag so that the LIS2/4 registers get set. * It also means the i915_update_immediate() function must be called * after this one, in i915_update_derived(). */ i915->dirty |= I915_NEW_VERTEX_FORMAT; memcpy(&i915->current.vertex_info, &vinfo, sizeof(vinfo)); } } /* Hopefully this will remain quite simple, otherwise need to pull in * something like the state tracker mechanism. */ void i915_update_derived( struct i915_context *i915 ) { if (i915->dirty & (I915_NEW_RASTERIZER | I915_NEW_FS | I915_NEW_VS)) calculate_vertex_layout( i915 ); if (i915->dirty & (I915_NEW_SAMPLER | I915_NEW_TEXTURE)) i915_update_samplers(i915); if (i915->dirty & I915_NEW_TEXTURE) i915_update_textures(i915); if (i915->dirty) i915_update_immediate( i915 ); if (i915->dirty) i915_update_dynamic( i915 ); if (i915->dirty & I915_NEW_FS) { i915->hardware_dirty |= I915_HW_PROGRAM; /* XXX right? */ } /* HW emit currently references framebuffer state directly: */ if (i915->dirty & I915_NEW_FRAMEBUFFER) i915->hardware_dirty |= I915_HW_STATIC; i915->dirty = 0; }