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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_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_shader_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_shader_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);
}
}
/**
* Handle state changes.
* Called just prior to drawing anything (pipe::draw_arrays(), etc).
*
* 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_FS |
LP_NEW_BLEND |
LP_NEW_DEPTH_STENCIL_ALPHA |
LP_NEW_RASTERIZER |
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;
}
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