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/**************************************************************************
*
* 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_shader_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.attrib[0].emit = EMIT_4F;
}
else {
draw_emit_vertex_attr(&vinfo, EMIT_3F, INTERP_LINEAR, src);
vinfo.hwfmt[0] |= S4_VFMT_XYZ;
vinfo.attrib[0].emit = EMIT_3F;
}
/* hardware point size */
/* XXX todo */
/* primary color */
if (colors[0]) {
src = draw_find_shader_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_shader_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_shader_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_shader_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;
}
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