/************************************************************************** * * 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. * **************************************************************************/ #include "pipe/p_util.h" #include "pipe/p_shader_tokens.h" #include "pipe/draw/draw_context.h" #include "pipe/draw/draw_vertex.h" #include "cell_context.h" #include "cell_state.h" /** * Determine which post-transform / pre-rasterization vertex attributes * we need. * Derived from: fs, setup states. */ static void calculate_vertex_layout( struct cell_context *cell ) { #if 0 const struct pipe_shader_state *vs = cell->vs->state; const struct pipe_shader_state *fs = &cell->fs->shader; const enum interp_mode colorInterp = cell->rasterizer->flatshade ? INTERP_CONSTANT : INTERP_LINEAR; struct vertex_info *vinfo = &cell->vertex_info; boolean emitBack0 = FALSE, emitBack1 = FALSE, emitPsize = FALSE; uint front0 = 0, back0 = 0, front1 = 0, back1 = 0; uint i; #endif const enum interp_mode colorInterp = cell->rasterizer->flatshade ? INTERP_CONSTANT : INTERP_LINEAR; struct vertex_info *vinfo = &cell->vertex_info; uint front0; memset(vinfo, 0, sizeof(*vinfo)); #if 0 if (fs->input_semantic_name[0] == TGSI_SEMANTIC_POSITION) { /* Need Z if depth test is enabled or the fragment program uses the * fragment position (XYZW). */ } cell->psize_slot = -1; #endif /* always emit vertex pos */ draw_emit_vertex_attr(vinfo, FORMAT_4F, INTERP_LINEAR); #if 1 front0 = draw_emit_vertex_attr(vinfo, FORMAT_4F, colorInterp); #endif #if 0 /* * XXX I think we need to reconcile the vertex shader outputs with * the fragment shader inputs here to make sure the slots line up. * Might just be getting lucky so far. * Or maybe do that in the state tracker? */ for (i = 0; i < vs->num_outputs; i++) { switch (vs->output_semantic_name[i]) { case TGSI_SEMANTIC_POSITION: /* vertex programs always emit position, but might not be * needed for fragment progs. */ /* no-op */ break; case TGSI_SEMANTIC_COLOR: if (vs->output_semantic_index[i] == 0) { front0 = draw_emit_vertex_attr(vinfo, FORMAT_4F, colorInterp); } else { assert(vs->output_semantic_index[i] == 1); front1 = draw_emit_vertex_attr(vinfo, FORMAT_4F, colorInterp); } break; case TGSI_SEMANTIC_BCOLOR: if (vs->output_semantic_index[i] == 0) { emitBack0 = TRUE; } else { assert(vs->output_semantic_index[i] == 1); emitBack1 = TRUE; } break; case TGSI_SEMANTIC_FOG: draw_emit_vertex_attr(vinfo, FORMAT_1F, INTERP_PERSPECTIVE); break; case TGSI_SEMANTIC_PSIZE: /* XXX only emit if drawing points or front/back polygon mode * is point mode */ emitPsize = TRUE; break; case TGSI_SEMANTIC_GENERIC: /* this includes texcoords and varying vars */ draw_emit_vertex_attr(vinfo, FORMAT_4F, INTERP_PERSPECTIVE); break; default: assert(0); } } cell->nr_frag_attrs = fs->num_inputs; /* We want these after all other attribs since they won't get passed * to the fragment shader. All prior vertex output attribs should match * up 1:1 with the fragment shader inputs. */ if (emitBack0) { back0 = draw_emit_vertex_attr(vinfo, FORMAT_4F, colorInterp); } if (emitBack1) { back1 = draw_emit_vertex_attr(vinfo, FORMAT_4F, colorInterp); } if (emitPsize) { cell->psize_slot = draw_emit_vertex_attr(vinfo, FORMAT_1F, INTERP_CONSTANT); } /* If the attributes have changed, tell the draw module about * the new vertex layout. */ /* XXX we also need to do this when the shading mode (interp modes) change: */ #endif if (1/*vinfo->attr_mask != cell->attr_mask*/) { /*cell->attr_mask = vinfo->attr_mask;*/ draw_compute_vertex_size(vinfo); draw_set_vertex_info(cell->draw, vinfo); #if 0 draw_set_twoside_attributes(cell->draw, front0, back0, front1, back1); #endif } } #if 0 /** * Recompute cliprect from scissor bounds, scissor enable and surface size. */ static void compute_cliprect(struct cell_context *sp) { unsigned surfWidth, surfHeight; if (sp->framebuffer.num_cbufs > 0) { surfWidth = sp->framebuffer.cbufs[0]->width; surfHeight = sp->framebuffer.cbufs[0]->height; } else { /* no surface? */ surfWidth = sp->scissor.maxx; surfHeight = sp->scissor.maxy; } if (sp->rasterizer->scissor) { /* clip to scissor rect */ sp->cliprect.minx = MAX2(sp->scissor.minx, 0); sp->cliprect.miny = MAX2(sp->scissor.miny, 0); sp->cliprect.maxx = MIN2(sp->scissor.maxx, surfWidth); sp->cliprect.maxy = MIN2(sp->scissor.maxy, surfHeight); } else { /* clip to surface bounds */ sp->cliprect.minx = 0; sp->cliprect.miny = 0; sp->cliprect.maxx = surfWidth; sp->cliprect.maxy = surfHeight; } } #endif void cell_update_derived( struct cell_context *cell ) { if (cell->dirty & (CELL_NEW_RASTERIZER | CELL_NEW_FS)) calculate_vertex_layout( cell ); #if 0 if (cell->dirty & (CELL_NEW_SCISSOR | CELL_NEW_DEPTH_STENCIL_ALPHA | CELL_NEW_FRAMEBUFFER)) compute_cliprect(cell); #endif cell_emit_state(cell); cell->dirty = 0; }