/************************************************************************** * * 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; const uint num = draw_num_vs_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); lp_setup_set_vertex_info(llvmpipe->setup, vinfo); /* 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: inputs[i].interp = LP_INTERP_POSITION; break; case TGSI_SEMANTIC_COLOR: /* 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; 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; } } /* Search for each input in current vs output: */ inputs[i].src_index = draw_find_vs_output(llvmpipe->draw, lpfs->info.input_semantic_name[i], lpfs->info.input_semantic_index[i]); } lp_setup_set_fs_inputs(llvmpipe->setup, inputs, lpfs->info.num_inputs); } } /** * Recompute cliprect from scissor bounds, scissor enable and surface size. */ static void compute_cliprect(struct llvmpipe_context *lp) { /* LP_NEW_FRAMEBUFFER */ uint surfWidth = lp->framebuffer.width; uint surfHeight = lp->framebuffer.height; /* LP_NEW_RASTERIZER */ if (lp->rasterizer->scissor) { /* LP_NEW_SCISSOR * * clip to scissor rect: */ lp->cliprect.minx = MAX2(lp->scissor.minx, 0); lp->cliprect.miny = MAX2(lp->scissor.miny, 0); lp->cliprect.maxx = MIN2(lp->scissor.maxx, surfWidth); lp->cliprect.maxy = MIN2(lp->scissor.maxy, surfHeight); } else { /* clip to surface bounds */ lp->cliprect.minx = 0; lp->cliprect.miny = 0; lp->cliprect.maxx = surfWidth; lp->cliprect.maxy = surfHeight; } } #if 0 static void update_culling(struct llvmpipe_context *lp) { struct lp_setup_context *setup = lp->setup; if (lp->reduced_api_prim == PIPE_PRIM_TRIANGLES && lp->rasterizer->fill_cw == PIPE_POLYGON_MODE_FILL && lp->rasterizer->fill_ccw == PIPE_POLYGON_MODE_FILL) { /* we'll do culling */ setup->winding = lp->rasterizer->cull_mode; } else { /* 'draw' will do culling */ setup->winding = PIPE_WINDING_NONE; } } #endif /* 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_TEXTURE; } if (llvmpipe->dirty & (LP_NEW_RASTERIZER | LP_NEW_FS | LP_NEW_VS)) compute_vertex_info( llvmpipe ); if (llvmpipe->dirty & (LP_NEW_SCISSOR | LP_NEW_RASTERIZER | LP_NEW_FRAMEBUFFER)) compute_cliprect(llvmpipe); if (llvmpipe->dirty & (LP_NEW_FS | LP_NEW_BLEND | LP_NEW_DEPTH_STENCIL_ALPHA | LP_NEW_SAMPLER | 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; }