/* * Copyright 2008 Corbin Simpson * * 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 * on 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 * THE AUTHOR(S) AND/OR THEIR 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 "r300_state_derived.h" /* r300_state_derived: Various bits of state which are dependent upon * currently bound CSO data. */ /* Update the vertex_info struct in our r300_context. * * The vertex_info struct describes the post-TCL format of vertices. It is * required for Draw when doing SW TCL, and also for describing the * dreaded RS block on R300 chipsets. */ /* XXX this function should be able to handle vert shaders as well as draw */ static void r300_update_vertex_layout(struct r300_context* r300) { struct vertex_info vinfo; boolean pos = false, psize = false, fog = false; int i, texs = 0, cols = 0; struct tgsi_shader_info* info = &r300->fs->info; memset(&vinfo, 0, sizeof(vinfo)); /* This is rather lame. Since draw_find_vs_output doesn't return an error * when it can't find an output, we have to pre-iterate and count each * output ourselves. */ for (i = 0; i < info->num_inputs; i++) { switch (info->input_semantic_name[i]) { case TGSI_SEMANTIC_POSITION: pos = true; break; case TGSI_SEMANTIC_COLOR: cols++; break; case TGSI_SEMANTIC_FOG: fog = true; break; case TGSI_SEMANTIC_PSIZE: psize = true; break; case TGSI_SEMANTIC_GENERIC: texs++; break; default: debug_printf("r300: Unknown vertex input %d\n", info->input_semantic_name[i]); break; } } /* Do the actual vertex_info setup. * * vertex_info has four uints of hardware-specific data in it. * vinfo.hwfmt[0] is VAP_OUT_VTX_FMT_0 * vinfo.hwfmt[1] is VAP_OUT_VTX_FMT_1 */ if (pos) { draw_emit_vertex_attr(&vinfo, EMIT_4F, INTERP_POS, draw_find_vs_output(r300->draw, TGSI_SEMANTIC_POSITION, 0)); vinfo.hwfmt[0] |= R300_VAP_OUTPUT_VTX_FMT_0__POS_PRESENT; } else { debug_printf("r300: No vertex input for position in SW TCL;\n" " this will probably end poorly.\n"); } if (psize) { draw_emit_vertex_attr(&vinfo, EMIT_1F, INTERP_LINEAR, draw_find_vs_output(r300->draw, TGSI_SEMANTIC_PSIZE, 0)); vinfo.hwfmt[0] |= R300_VAP_OUTPUT_VTX_FMT_0__PT_SIZE_PRESENT; } for (i = 0; i < cols; i++) { draw_emit_vertex_attr(&vinfo, EMIT_4F, INTERP_LINEAR, draw_find_vs_output(r300->draw, TGSI_SEMANTIC_COLOR, i)); vinfo.hwfmt[0] |= (R300_VAP_OUTPUT_VTX_FMT_0__COLOR_0_PRESENT << i); } if (fog) { draw_emit_vertex_attr(&vinfo, EMIT_4F, INTERP_PERSPECTIVE, draw_find_vs_output(r300->draw, TGSI_SEMANTIC_FOG, 0)); vinfo.hwfmt[0] |= (R300_VAP_OUTPUT_VTX_FMT_0__COLOR_0_PRESENT << cols); } for (i = 0; i < texs; i++) { draw_emit_vertex_attr(&vinfo, EMIT_4F, INTERP_LINEAR, draw_find_vs_output(r300->draw, TGSI_SEMANTIC_GENERIC, i)); vinfo.hwfmt[1] |= (4 << (3 * i)); } draw_compute_vertex_size(&vinfo); if (memcmp(&r300->vertex_info, &vinfo, sizeof(struct vertex_info))) { memcpy(&r300->vertex_info, &vinfo, sizeof(struct vertex_info)); r300->dirty_state |= R300_NEW_VERTEX_FORMAT; } } /* Set up the RS block. This is the part of the chipset that actually does * the rasterization of vertices into fragments. This is also the part of the * chipset that locks up if any part of it is even slightly wrong. */ void r300_update_rs_block(struct r300_context* r300) { } void r300_update_derived_state(struct r300_context* r300) { if (r300->dirty_state & R300_NEW_FRAGMENT_SHADER) { r300_update_vertex_layout(r300); } if (r300->dirty_state & R300_NEW_VERTEX_FORMAT) { r300_update_rs_block(r300); } }