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|
/**************************************************************************
*
* Copyright 2009 VMware, Inc.
* 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.
*
**************************************************************************/
/**
* @file
* Code generate the whole fragment pipeline.
*
* The fragment pipeline consists of the following stages:
* - triangle edge in/out testing
* - scissor test
* - stipple (TBI)
* - early depth test
* - fragment shader
* - alpha test
* - depth/stencil test
* - blending
*
* This file has only the glue to assemble the fragment pipeline. The actual
* plumbing of converting Gallium state into LLVM IR is done elsewhere, in the
* lp_bld_*.[ch] files, and in a complete generic and reusable way. Here we
* muster the LLVM JIT execution engine to create a function that follows an
* established binary interface and that can be called from C directly.
*
* A big source of complexity here is that we often want to run different
* stages with different precisions and data types and precisions. For example,
* the fragment shader needs typically to be done in floats, but the
* depth/stencil test and blending is better done in the type that most closely
* matches the depth/stencil and color buffer respectively.
*
* Since the width of a SIMD vector register stays the same regardless of the
* element type, different types imply different number of elements, so we must
* code generate more instances of the stages with larger types to be able to
* feed/consume the stages with smaller types.
*
* @author Jose Fonseca <jfonseca@vmware.com>
*/
#include <limits.h>
#include "pipe/p_defines.h"
#include "util/u_inlines.h"
#include "util/u_memory.h"
#include "util/u_format.h"
#include "util/u_dump.h"
#include "os/os_time.h"
#include "pipe/p_shader_tokens.h"
#include "draw/draw_context.h"
#include "tgsi/tgsi_dump.h"
#include "tgsi/tgsi_scan.h"
#include "tgsi/tgsi_parse.h"
#include "gallivm/lp_bld_type.h"
#include "gallivm/lp_bld_const.h"
#include "gallivm/lp_bld_conv.h"
#include "gallivm/lp_bld_intr.h"
#include "gallivm/lp_bld_logic.h"
#include "gallivm/lp_bld_tgsi.h"
#include "gallivm/lp_bld_swizzle.h"
#include "gallivm/lp_bld_flow.h"
#include "gallivm/lp_bld_debug.h"
#include "lp_bld_alpha.h"
#include "lp_bld_blend.h"
#include "lp_bld_depth.h"
#include "lp_bld_interp.h"
#include "lp_context.h"
#include "lp_debug.h"
#include "lp_perf.h"
#include "lp_screen.h"
#include "lp_setup.h"
#include "lp_state.h"
#include "lp_tex_sample.h"
#include <llvm-c/Analysis.h>
static const unsigned char quad_offset_x[4] = {0, 1, 0, 1};
static const unsigned char quad_offset_y[4] = {0, 0, 1, 1};
/*
* Derive from the quad's upper left scalar coordinates the coordinates for
* all other quad pixels
*/
static void
generate_pos0(LLVMBuilderRef builder,
LLVMValueRef x,
LLVMValueRef y,
LLVMValueRef *x0,
LLVMValueRef *y0)
{
LLVMTypeRef int_elem_type = LLVMInt32Type();
LLVMTypeRef int_vec_type = LLVMVectorType(int_elem_type, QUAD_SIZE);
LLVMTypeRef elem_type = LLVMFloatType();
LLVMTypeRef vec_type = LLVMVectorType(elem_type, QUAD_SIZE);
LLVMValueRef x_offsets[QUAD_SIZE];
LLVMValueRef y_offsets[QUAD_SIZE];
unsigned i;
x = lp_build_broadcast(builder, int_vec_type, x);
y = lp_build_broadcast(builder, int_vec_type, y);
for(i = 0; i < QUAD_SIZE; ++i) {
x_offsets[i] = LLVMConstInt(int_elem_type, quad_offset_x[i], 0);
y_offsets[i] = LLVMConstInt(int_elem_type, quad_offset_y[i], 0);
}
x = LLVMBuildAdd(builder, x, LLVMConstVector(x_offsets, QUAD_SIZE), "");
y = LLVMBuildAdd(builder, y, LLVMConstVector(y_offsets, QUAD_SIZE), "");
*x0 = LLVMBuildSIToFP(builder, x, vec_type, "");
*y0 = LLVMBuildSIToFP(builder, y, vec_type, "");
}
/**
* Generate the depth /stencil test code.
*/
static void
generate_depth_stencil(LLVMBuilderRef builder,
const struct lp_fragment_shader_variant_key *key,
struct lp_type src_type,
struct lp_build_mask_context *mask,
LLVMValueRef stencil_refs[2],
LLVMValueRef src,
LLVMValueRef dst_ptr,
LLVMValueRef facing,
LLVMValueRef counter)
{
const struct util_format_description *format_desc;
struct lp_type dst_type;
if (!key->depth.enabled && !key->stencil[0].enabled && !key->stencil[1].enabled)
return;
format_desc = util_format_description(key->zsbuf_format);
assert(format_desc);
/*
* Depths are expected to be between 0 and 1, even if they are stored in
* floats. Setting these bits here will ensure that the lp_build_conv() call
* below won't try to unnecessarily clamp the incoming values.
*/
if(src_type.floating) {
src_type.sign = FALSE;
src_type.norm = TRUE;
}
else {
assert(!src_type.sign);
assert(src_type.norm);
}
/* Pick the depth type. */
dst_type = lp_depth_type(format_desc, src_type.width*src_type.length);
/* FIXME: Cope with a depth test type with a different bit width. */
assert(dst_type.width == src_type.width);
assert(dst_type.length == src_type.length);
/* Convert fragment Z from float to integer */
lp_build_conv(builder, src_type, dst_type, &src, 1, &src, 1);
dst_ptr = LLVMBuildBitCast(builder,
dst_ptr,
LLVMPointerType(lp_build_vec_type(dst_type), 0), "");
lp_build_depth_stencil_test(builder,
&key->depth,
key->stencil,
dst_type,
format_desc,
mask,
stencil_refs,
src,
dst_ptr,
facing,
counter);
}
/**
* Generate the code to do inside/outside triangle testing for the
* four pixels in a 2x2 quad. This will set the four elements of the
* quad mask vector to 0 or ~0.
* \param i which quad of the quad group to test, in [0,3]
*/
static void
generate_tri_edge_mask(LLVMBuilderRef builder,
unsigned i,
LLVMValueRef *mask, /* ivec4, out */
LLVMValueRef c0, /* int32 */
LLVMValueRef c1, /* int32 */
LLVMValueRef c2, /* int32 */
LLVMValueRef step0_ptr, /* ivec4 */
LLVMValueRef step1_ptr, /* ivec4 */
LLVMValueRef step2_ptr) /* ivec4 */
{
#define OPTIMIZE_IN_OUT_TEST 0
#if OPTIMIZE_IN_OUT_TEST
struct lp_build_if_state ifctx;
LLVMValueRef not_draw_all;
#endif
struct lp_build_flow_context *flow;
struct lp_type i32_type;
LLVMTypeRef i32vec4_type;
LLVMValueRef c0_vec, c1_vec, c2_vec;
LLVMValueRef in_out_mask;
assert(i < 4);
/* int32 vector type */
memset(&i32_type, 0, sizeof i32_type);
i32_type.floating = FALSE; /* values are integers */
i32_type.sign = TRUE; /* values are signed */
i32_type.norm = FALSE; /* values are not normalized */
i32_type.width = 32; /* 32-bit int values */
i32_type.length = 4; /* 4 elements per vector */
i32vec4_type = lp_build_int32_vec4_type();
/*
* Use a conditional here to do detailed pixel in/out testing.
* We only have to do this if c0 != INT_MIN.
*/
flow = lp_build_flow_create(builder);
lp_build_flow_scope_begin(flow);
{
#if OPTIMIZE_IN_OUT_TEST
/* not_draw_all = (c0 != INT_MIN) */
not_draw_all = LLVMBuildICmp(builder,
LLVMIntNE,
c0,
LLVMConstInt(LLVMInt32Type(), INT_MIN, 0),
"");
in_out_mask = lp_build_const_int_vec(i32_type, ~0);
lp_build_flow_scope_declare(flow, &in_out_mask);
/* if (not_draw_all) {... */
lp_build_if(&ifctx, flow, builder, not_draw_all);
#endif
{
LLVMValueRef step0_vec, step1_vec, step2_vec;
LLVMValueRef m0_vec, m1_vec, m2_vec;
LLVMValueRef index, m;
/* c0_vec = {c0, c0, c0, c0}
* Note that we emit this code four times but LLVM optimizes away
* three instances of it.
*/
c0_vec = lp_build_broadcast(builder, i32vec4_type, c0);
c1_vec = lp_build_broadcast(builder, i32vec4_type, c1);
c2_vec = lp_build_broadcast(builder, i32vec4_type, c2);
lp_build_name(c0_vec, "edgeconst0vec");
lp_build_name(c1_vec, "edgeconst1vec");
lp_build_name(c2_vec, "edgeconst2vec");
/* load step0vec, step1, step2 vec from memory */
index = LLVMConstInt(LLVMInt32Type(), i, 0);
step0_vec = LLVMBuildLoad(builder, LLVMBuildGEP(builder, step0_ptr, &index, 1, ""), "");
step1_vec = LLVMBuildLoad(builder, LLVMBuildGEP(builder, step1_ptr, &index, 1, ""), "");
step2_vec = LLVMBuildLoad(builder, LLVMBuildGEP(builder, step2_ptr, &index, 1, ""), "");
lp_build_name(step0_vec, "step0vec");
lp_build_name(step1_vec, "step1vec");
lp_build_name(step2_vec, "step2vec");
/* m0_vec = step0_ptr[i] > c0_vec */
m0_vec = lp_build_compare(builder, i32_type, PIPE_FUNC_GREATER, step0_vec, c0_vec);
m1_vec = lp_build_compare(builder, i32_type, PIPE_FUNC_GREATER, step1_vec, c1_vec);
m2_vec = lp_build_compare(builder, i32_type, PIPE_FUNC_GREATER, step2_vec, c2_vec);
/* in_out_mask = m0_vec & m1_vec & m2_vec */
m = LLVMBuildAnd(builder, m0_vec, m1_vec, "");
in_out_mask = LLVMBuildAnd(builder, m, m2_vec, "");
lp_build_name(in_out_mask, "inoutmaskvec");
}
#if OPTIMIZE_IN_OUT_TEST
lp_build_endif(&ifctx);
#endif
}
lp_build_flow_scope_end(flow);
lp_build_flow_destroy(flow);
/* This is the initial alive/dead pixel mask for a quad of four pixels.
* It's an int[4] vector with each word set to 0 or ~0.
* Words will get cleared when pixels faile the Z test, etc.
*/
*mask = in_out_mask;
}
static LLVMValueRef
generate_scissor_test(LLVMBuilderRef builder,
LLVMValueRef context_ptr,
const struct lp_build_interp_soa_context *interp,
struct lp_type type)
{
LLVMTypeRef vec_type = lp_build_vec_type(type);
LLVMValueRef xpos = interp->pos[0], ypos = interp->pos[1];
LLVMValueRef xmin, ymin, xmax, ymax;
LLVMValueRef m0, m1, m2, m3, m;
/* xpos, ypos contain the window coords for the four pixels in the quad */
assert(xpos);
assert(ypos);
/* get the current scissor bounds, convert to vectors */
xmin = lp_jit_context_scissor_xmin_value(builder, context_ptr);
xmin = lp_build_broadcast(builder, vec_type, xmin);
ymin = lp_jit_context_scissor_ymin_value(builder, context_ptr);
ymin = lp_build_broadcast(builder, vec_type, ymin);
xmax = lp_jit_context_scissor_xmax_value(builder, context_ptr);
xmax = lp_build_broadcast(builder, vec_type, xmax);
ymax = lp_jit_context_scissor_ymax_value(builder, context_ptr);
ymax = lp_build_broadcast(builder, vec_type, ymax);
/* compare the fragment's position coordinates against the scissor bounds */
m0 = lp_build_compare(builder, type, PIPE_FUNC_GEQUAL, xpos, xmin);
m1 = lp_build_compare(builder, type, PIPE_FUNC_GEQUAL, ypos, ymin);
m2 = lp_build_compare(builder, type, PIPE_FUNC_LESS, xpos, xmax);
m3 = lp_build_compare(builder, type, PIPE_FUNC_LESS, ypos, ymax);
/* AND all the masks together */
m = LLVMBuildAnd(builder, m0, m1, "");
m = LLVMBuildAnd(builder, m, m2, "");
m = LLVMBuildAnd(builder, m, m3, "");
lp_build_name(m, "scissormask");
return m;
}
static LLVMValueRef
build_int32_vec_const(int value)
{
struct lp_type i32_type;
memset(&i32_type, 0, sizeof i32_type);
i32_type.floating = FALSE; /* values are integers */
i32_type.sign = TRUE; /* values are signed */
i32_type.norm = FALSE; /* values are not normalized */
i32_type.width = 32; /* 32-bit int values */
i32_type.length = 4; /* 4 elements per vector */
return lp_build_const_int_vec(i32_type, value);
}
/**
* Generate the fragment shader, depth/stencil test, and alpha tests.
* \param i which quad in the tile, in range [0,3]
* \param do_tri_test if 1, do triangle edge in/out testing
*/
static void
generate_fs(struct llvmpipe_context *lp,
struct lp_fragment_shader *shader,
const struct lp_fragment_shader_variant_key *key,
LLVMBuilderRef builder,
struct lp_type type,
LLVMValueRef context_ptr,
unsigned i,
const struct lp_build_interp_soa_context *interp,
struct lp_build_sampler_soa *sampler,
LLVMValueRef *pmask,
LLVMValueRef (*color)[4],
LLVMValueRef depth_ptr,
LLVMValueRef facing,
unsigned do_tri_test,
LLVMValueRef c0,
LLVMValueRef c1,
LLVMValueRef c2,
LLVMValueRef step0_ptr,
LLVMValueRef step1_ptr,
LLVMValueRef step2_ptr,
LLVMValueRef counter)
{
const struct tgsi_token *tokens = shader->base.tokens;
LLVMTypeRef vec_type;
LLVMValueRef consts_ptr;
LLVMValueRef outputs[PIPE_MAX_SHADER_OUTPUTS][NUM_CHANNELS];
LLVMValueRef z = interp->pos[2];
LLVMValueRef stencil_refs[2];
struct lp_build_flow_context *flow;
struct lp_build_mask_context mask;
boolean early_depth_stencil_test;
unsigned attrib;
unsigned chan;
unsigned cbuf;
assert(i < 4);
stencil_refs[0] = lp_jit_context_stencil_ref_front_value(builder, context_ptr);
stencil_refs[1] = lp_jit_context_stencil_ref_back_value(builder, context_ptr);
vec_type = lp_build_vec_type(type);
consts_ptr = lp_jit_context_constants(builder, context_ptr);
flow = lp_build_flow_create(builder);
memset(outputs, 0, sizeof outputs);
lp_build_flow_scope_begin(flow);
/* Declare the color and z variables */
for(cbuf = 0; cbuf < key->nr_cbufs; cbuf++) {
for(chan = 0; chan < NUM_CHANNELS; ++chan) {
color[cbuf][chan] = LLVMGetUndef(vec_type);
lp_build_flow_scope_declare(flow, &color[cbuf][chan]);
}
}
lp_build_flow_scope_declare(flow, &z);
/* do triangle edge testing */
if (do_tri_test) {
generate_tri_edge_mask(builder, i, pmask,
c0, c1, c2, step0_ptr, step1_ptr, step2_ptr);
}
else {
*pmask = build_int32_vec_const(~0);
}
/* 'mask' will control execution based on quad's pixel alive/killed state */
lp_build_mask_begin(&mask, flow, type, *pmask);
if (key->scissor) {
LLVMValueRef smask =
generate_scissor_test(builder, context_ptr, interp, type);
lp_build_mask_update(&mask, smask);
}
early_depth_stencil_test =
(key->depth.enabled || key->stencil[0].enabled) &&
!key->alpha.enabled &&
!shader->info.uses_kill &&
!shader->info.writes_z;
if (early_depth_stencil_test)
generate_depth_stencil(builder, key,
type, &mask,
stencil_refs, z, depth_ptr, facing, counter);
lp_build_tgsi_soa(builder, tokens, type, &mask,
consts_ptr, interp->pos, interp->inputs,
outputs, sampler, &shader->info);
/* loop over fragment shader outputs/results */
for (attrib = 0; attrib < shader->info.num_outputs; ++attrib) {
for(chan = 0; chan < NUM_CHANNELS; ++chan) {
if(outputs[attrib][chan]) {
LLVMValueRef out = LLVMBuildLoad(builder, outputs[attrib][chan], "");
lp_build_name(out, "output%u.%u.%c", i, attrib, "xyzw"[chan]);
switch (shader->info.output_semantic_name[attrib]) {
case TGSI_SEMANTIC_COLOR:
{
unsigned cbuf = shader->info.output_semantic_index[attrib];
lp_build_name(out, "color%u.%u.%c", i, attrib, "rgba"[chan]);
/* Alpha test */
/* XXX: should the alpha reference value be passed separately? */
/* XXX: should only test the final assignment to alpha */
if(cbuf == 0 && chan == 3) {
LLVMValueRef alpha = out;
LLVMValueRef alpha_ref_value;
alpha_ref_value = lp_jit_context_alpha_ref_value(builder, context_ptr);
alpha_ref_value = lp_build_broadcast(builder, vec_type, alpha_ref_value);
lp_build_alpha_test(builder, &key->alpha, type,
&mask, alpha, alpha_ref_value);
}
color[cbuf][chan] = out;
break;
}
case TGSI_SEMANTIC_POSITION:
if(chan == 2)
z = out;
break;
}
}
}
}
if (!early_depth_stencil_test)
generate_depth_stencil(builder, key,
type, &mask,
stencil_refs, z, depth_ptr, facing, counter);
lp_build_mask_end(&mask);
lp_build_flow_scope_end(flow);
lp_build_flow_destroy(flow);
*pmask = mask.value;
}
/**
* Generate color blending and color output.
* \param rt the render target index (to index blend, colormask state)
* \param type the pixel color type
* \param context_ptr pointer to the runtime JIT context
* \param mask execution mask (active fragment/pixel mask)
* \param src colors from the fragment shader
* \param dst_ptr the destination color buffer pointer
*/
static void
generate_blend(const struct pipe_blend_state *blend,
unsigned rt,
LLVMBuilderRef builder,
struct lp_type type,
LLVMValueRef context_ptr,
LLVMValueRef mask,
LLVMValueRef *src,
LLVMValueRef dst_ptr)
{
struct lp_build_context bld;
struct lp_build_flow_context *flow;
struct lp_build_mask_context mask_ctx;
LLVMTypeRef vec_type;
LLVMValueRef const_ptr;
LLVMValueRef con[4];
LLVMValueRef dst[4];
LLVMValueRef res[4];
unsigned chan;
lp_build_context_init(&bld, builder, type);
flow = lp_build_flow_create(builder);
/* we'll use this mask context to skip blending if all pixels are dead */
lp_build_mask_begin(&mask_ctx, flow, type, mask);
vec_type = lp_build_vec_type(type);
const_ptr = lp_jit_context_blend_color(builder, context_ptr);
const_ptr = LLVMBuildBitCast(builder, const_ptr,
LLVMPointerType(vec_type, 0), "");
/* load constant blend color and colors from the dest color buffer */
for(chan = 0; chan < 4; ++chan) {
LLVMValueRef index = LLVMConstInt(LLVMInt32Type(), chan, 0);
con[chan] = LLVMBuildLoad(builder, LLVMBuildGEP(builder, const_ptr, &index, 1, ""), "");
dst[chan] = LLVMBuildLoad(builder, LLVMBuildGEP(builder, dst_ptr, &index, 1, ""), "");
lp_build_name(con[chan], "con.%c", "rgba"[chan]);
lp_build_name(dst[chan], "dst.%c", "rgba"[chan]);
}
/* do blend */
lp_build_blend_soa(builder, blend, type, rt, src, dst, con, res);
/* store results to color buffer */
for(chan = 0; chan < 4; ++chan) {
if(blend->rt[rt].colormask & (1 << chan)) {
LLVMValueRef index = LLVMConstInt(LLVMInt32Type(), chan, 0);
lp_build_name(res[chan], "res.%c", "rgba"[chan]);
res[chan] = lp_build_select(&bld, mask, res[chan], dst[chan]);
LLVMBuildStore(builder, res[chan], LLVMBuildGEP(builder, dst_ptr, &index, 1, ""));
}
}
lp_build_mask_end(&mask_ctx);
lp_build_flow_destroy(flow);
}
/** casting function to avoid compiler warnings */
static lp_jit_frag_func
cast_voidptr_to_lp_jit_frag_func(void *p)
{
union {
void *v;
lp_jit_frag_func f;
} tmp;
assert(sizeof(tmp.v) == sizeof(tmp.f));
tmp.v = p;
return tmp.f;
}
/**
* Generate the runtime callable function for the whole fragment pipeline.
* Note that the function which we generate operates on a block of 16
* pixels at at time. The block contains 2x2 quads. Each quad contains
* 2x2 pixels.
*/
static void
generate_fragment(struct llvmpipe_context *lp,
struct lp_fragment_shader *shader,
struct lp_fragment_shader_variant *variant,
unsigned do_tri_test)
{
struct llvmpipe_screen *screen = llvmpipe_screen(lp->pipe.screen);
const struct lp_fragment_shader_variant_key *key = &variant->key;
struct lp_type fs_type;
struct lp_type blend_type;
LLVMTypeRef fs_elem_type;
LLVMTypeRef fs_int_vec_type;
LLVMTypeRef blend_vec_type;
LLVMTypeRef arg_types[16];
LLVMTypeRef func_type;
LLVMTypeRef int32_vec4_type = lp_build_int32_vec4_type();
LLVMValueRef context_ptr;
LLVMValueRef x;
LLVMValueRef y;
LLVMValueRef a0_ptr;
LLVMValueRef dadx_ptr;
LLVMValueRef dady_ptr;
LLVMValueRef color_ptr_ptr;
LLVMValueRef depth_ptr;
LLVMValueRef c0, c1, c2, step0_ptr, step1_ptr, step2_ptr, counter = NULL;
LLVMBasicBlockRef block;
LLVMBuilderRef builder;
LLVMValueRef x0;
LLVMValueRef y0;
struct lp_build_sampler_soa *sampler;
struct lp_build_interp_soa_context interp;
LLVMValueRef fs_mask[LP_MAX_VECTOR_LENGTH];
LLVMValueRef fs_out_color[PIPE_MAX_COLOR_BUFS][NUM_CHANNELS][LP_MAX_VECTOR_LENGTH];
LLVMValueRef blend_mask;
LLVMValueRef function;
LLVMValueRef facing;
unsigned num_fs;
unsigned i;
unsigned chan;
unsigned cbuf;
/* TODO: actually pick these based on the fs and color buffer
* characteristics. */
memset(&fs_type, 0, sizeof fs_type);
fs_type.floating = TRUE; /* floating point values */
fs_type.sign = TRUE; /* values are signed */
fs_type.norm = FALSE; /* values are not limited to [0,1] or [-1,1] */
fs_type.width = 32; /* 32-bit float */
fs_type.length = 4; /* 4 elements per vector */
num_fs = 4; /* number of quads per block */
memset(&blend_type, 0, sizeof blend_type);
blend_type.floating = FALSE; /* values are integers */
blend_type.sign = FALSE; /* values are unsigned */
blend_type.norm = TRUE; /* values are in [0,1] or [-1,1] */
blend_type.width = 8; /* 8-bit ubyte values */
blend_type.length = 16; /* 16 elements per vector */
/*
* Generate the function prototype. Any change here must be reflected in
* lp_jit.h's lp_jit_frag_func function pointer type, and vice-versa.
*/
fs_elem_type = lp_build_elem_type(fs_type);
fs_int_vec_type = lp_build_int_vec_type(fs_type);
blend_vec_type = lp_build_vec_type(blend_type);
arg_types[0] = screen->context_ptr_type; /* context */
arg_types[1] = LLVMInt32Type(); /* x */
arg_types[2] = LLVMInt32Type(); /* y */
arg_types[3] = LLVMFloatType(); /* facing */
arg_types[4] = LLVMPointerType(fs_elem_type, 0); /* a0 */
arg_types[5] = LLVMPointerType(fs_elem_type, 0); /* dadx */
arg_types[6] = LLVMPointerType(fs_elem_type, 0); /* dady */
arg_types[7] = LLVMPointerType(LLVMPointerType(blend_vec_type, 0), 0); /* color */
arg_types[8] = LLVMPointerType(fs_int_vec_type, 0); /* depth */
arg_types[9] = LLVMInt32Type(); /* c0 */
arg_types[10] = LLVMInt32Type(); /* c1 */
arg_types[11] = LLVMInt32Type(); /* c2 */
/* Note: the step arrays are built as int32[16] but we interpret
* them here as int32_vec4[4].
*/
arg_types[12] = LLVMPointerType(int32_vec4_type, 0);/* step0 */
arg_types[13] = LLVMPointerType(int32_vec4_type, 0);/* step1 */
arg_types[14] = LLVMPointerType(int32_vec4_type, 0);/* step2 */
arg_types[15] = LLVMPointerType(LLVMInt32Type(), 0);/* counter */
func_type = LLVMFunctionType(LLVMVoidType(), arg_types, Elements(arg_types), 0);
function = LLVMAddFunction(screen->module, "shader", func_type);
LLVMSetFunctionCallConv(function, LLVMCCallConv);
variant->function[do_tri_test] = function;
/* XXX: need to propagate noalias down into color param now we are
* passing a pointer-to-pointer?
*/
for(i = 0; i < Elements(arg_types); ++i)
if(LLVMGetTypeKind(arg_types[i]) == LLVMPointerTypeKind)
LLVMAddAttribute(LLVMGetParam(function, i), LLVMNoAliasAttribute);
context_ptr = LLVMGetParam(function, 0);
x = LLVMGetParam(function, 1);
y = LLVMGetParam(function, 2);
facing = LLVMGetParam(function, 3);
a0_ptr = LLVMGetParam(function, 4);
dadx_ptr = LLVMGetParam(function, 5);
dady_ptr = LLVMGetParam(function, 6);
color_ptr_ptr = LLVMGetParam(function, 7);
depth_ptr = LLVMGetParam(function, 8);
c0 = LLVMGetParam(function, 9);
c1 = LLVMGetParam(function, 10);
c2 = LLVMGetParam(function, 11);
step0_ptr = LLVMGetParam(function, 12);
step1_ptr = LLVMGetParam(function, 13);
step2_ptr = LLVMGetParam(function, 14);
lp_build_name(context_ptr, "context");
lp_build_name(x, "x");
lp_build_name(y, "y");
lp_build_name(a0_ptr, "a0");
lp_build_name(dadx_ptr, "dadx");
lp_build_name(dady_ptr, "dady");
lp_build_name(color_ptr_ptr, "color_ptr_ptr");
lp_build_name(depth_ptr, "depth");
lp_build_name(c0, "c0");
lp_build_name(c1, "c1");
lp_build_name(c2, "c2");
lp_build_name(step0_ptr, "step0");
lp_build_name(step1_ptr, "step1");
lp_build_name(step2_ptr, "step2");
if (key->occlusion_count) {
counter = LLVMGetParam(function, 15);
lp_build_name(counter, "counter");
}
/*
* Function body
*/
block = LLVMAppendBasicBlock(function, "entry");
builder = LLVMCreateBuilder();
LLVMPositionBuilderAtEnd(builder, block);
generate_pos0(builder, x, y, &x0, &y0);
lp_build_interp_soa_init(&interp,
shader->base.tokens,
key->flatshade,
builder, fs_type,
a0_ptr, dadx_ptr, dady_ptr,
x0, y0);
/* code generated texture sampling */
sampler = lp_llvm_sampler_soa_create(key->sampler, context_ptr);
/* loop over quads in the block */
for(i = 0; i < num_fs; ++i) {
LLVMValueRef index = LLVMConstInt(LLVMInt32Type(), i, 0);
LLVMValueRef out_color[PIPE_MAX_COLOR_BUFS][NUM_CHANNELS];
LLVMValueRef depth_ptr_i;
if(i != 0)
lp_build_interp_soa_update(&interp, i);
depth_ptr_i = LLVMBuildGEP(builder, depth_ptr, &index, 1, "");
generate_fs(lp, shader, key,
builder,
fs_type,
context_ptr,
i,
&interp,
sampler,
&fs_mask[i], /* output */
out_color,
depth_ptr_i,
facing,
do_tri_test,
c0, c1, c2,
step0_ptr, step1_ptr, step2_ptr, counter);
for(cbuf = 0; cbuf < key->nr_cbufs; cbuf++)
for(chan = 0; chan < NUM_CHANNELS; ++chan)
fs_out_color[cbuf][chan][i] = out_color[cbuf][chan];
}
sampler->destroy(sampler);
/* Loop over color outputs / color buffers to do blending.
*/
for(cbuf = 0; cbuf < key->nr_cbufs; cbuf++) {
LLVMValueRef color_ptr;
LLVMValueRef index = LLVMConstInt(LLVMInt32Type(), cbuf, 0);
LLVMValueRef blend_in_color[NUM_CHANNELS];
unsigned rt;
/*
* Convert the fs's output color and mask to fit to the blending type.
*/
for(chan = 0; chan < NUM_CHANNELS; ++chan) {
lp_build_conv(builder, fs_type, blend_type,
fs_out_color[cbuf][chan], num_fs,
&blend_in_color[chan], 1);
lp_build_name(blend_in_color[chan], "color%d.%c", cbuf, "rgba"[chan]);
}
lp_build_conv_mask(builder, fs_type, blend_type,
fs_mask, num_fs,
&blend_mask, 1);
color_ptr = LLVMBuildLoad(builder,
LLVMBuildGEP(builder, color_ptr_ptr, &index, 1, ""),
"");
lp_build_name(color_ptr, "color_ptr%d", cbuf);
/* which blend/colormask state to use */
rt = key->blend.independent_blend_enable ? cbuf : 0;
/*
* Blending.
*/
generate_blend(&key->blend,
rt,
builder,
blend_type,
context_ptr,
blend_mask,
blend_in_color,
color_ptr);
}
LLVMBuildRetVoid(builder);
LLVMDisposeBuilder(builder);
/* Verify the LLVM IR. If invalid, dump and abort */
#ifdef DEBUG
if(LLVMVerifyFunction(function, LLVMPrintMessageAction)) {
if (1)
lp_debug_dump_value(function);
abort();
}
#endif
/* Apply optimizations to LLVM IR */
if (1)
LLVMRunFunctionPassManager(screen->pass, function);
if (LP_DEBUG & DEBUG_JIT) {
/* Print the LLVM IR to stderr */
lp_debug_dump_value(function);
debug_printf("\n");
}
/*
* Translate the LLVM IR into machine code.
*/
{
void *f = LLVMGetPointerToGlobal(screen->engine, function);
variant->jit_function[do_tri_test] = cast_voidptr_to_lp_jit_frag_func(f);
if (LP_DEBUG & DEBUG_ASM)
lp_disassemble(f);
}
}
static struct lp_fragment_shader_variant *
generate_variant(struct llvmpipe_context *lp,
struct lp_fragment_shader *shader,
const struct lp_fragment_shader_variant_key *key)
{
struct lp_fragment_shader_variant *variant;
if (LP_DEBUG & DEBUG_JIT) {
unsigned i;
tgsi_dump(shader->base.tokens, 0);
if(key->depth.enabled) {
debug_printf("depth.format = %s\n", util_format_name(key->zsbuf_format));
debug_printf("depth.func = %s\n", util_dump_func(key->depth.func, TRUE));
debug_printf("depth.writemask = %u\n", key->depth.writemask);
}
if(key->alpha.enabled) {
debug_printf("alpha.func = %s\n", util_dump_func(key->alpha.func, TRUE));
debug_printf("alpha.ref_value = %f\n", key->alpha.ref_value);
}
if(key->blend.logicop_enable) {
debug_printf("blend.logicop_func = %u\n", key->blend.logicop_func);
}
else if(key->blend.rt[0].blend_enable) {
debug_printf("blend.rgb_func = %s\n", util_dump_blend_func (key->blend.rt[0].rgb_func, TRUE));
debug_printf("rgb_src_factor = %s\n", util_dump_blend_factor(key->blend.rt[0].rgb_src_factor, TRUE));
debug_printf("rgb_dst_factor = %s\n", util_dump_blend_factor(key->blend.rt[0].rgb_dst_factor, TRUE));
debug_printf("alpha_func = %s\n", util_dump_blend_func (key->blend.rt[0].alpha_func, TRUE));
debug_printf("alpha_src_factor = %s\n", util_dump_blend_factor(key->blend.rt[0].alpha_src_factor, TRUE));
debug_printf("alpha_dst_factor = %s\n", util_dump_blend_factor(key->blend.rt[0].alpha_dst_factor, TRUE));
}
debug_printf("blend.colormask = 0x%x\n", key->blend.rt[0].colormask);
for(i = 0; i < PIPE_MAX_SAMPLERS; ++i) {
if(key->sampler[i].format) {
debug_printf("sampler[%u] = \n", i);
debug_printf(" .format = %s\n",
util_format_name(key->sampler[i].format));
debug_printf(" .target = %s\n",
util_dump_tex_target(key->sampler[i].target, TRUE));
debug_printf(" .pot = %u %u %u\n",
key->sampler[i].pot_width,
key->sampler[i].pot_height,
key->sampler[i].pot_depth);
debug_printf(" .wrap = %s %s %s\n",
util_dump_tex_wrap(key->sampler[i].wrap_s, TRUE),
util_dump_tex_wrap(key->sampler[i].wrap_t, TRUE),
util_dump_tex_wrap(key->sampler[i].wrap_r, TRUE));
debug_printf(" .min_img_filter = %s\n",
util_dump_tex_filter(key->sampler[i].min_img_filter, TRUE));
debug_printf(" .min_mip_filter = %s\n",
util_dump_tex_mipfilter(key->sampler[i].min_mip_filter, TRUE));
debug_printf(" .mag_img_filter = %s\n",
util_dump_tex_filter(key->sampler[i].mag_img_filter, TRUE));
if(key->sampler[i].compare_mode != PIPE_TEX_COMPARE_NONE)
debug_printf(" .compare_func = %s\n", util_dump_func(key->sampler[i].compare_func, TRUE));
debug_printf(" .normalized_coords = %u\n", key->sampler[i].normalized_coords);
}
}
}
variant = CALLOC_STRUCT(lp_fragment_shader_variant);
if(!variant)
return NULL;
memcpy(&variant->key, key, sizeof *key);
generate_fragment(lp, shader, variant, 0);
generate_fragment(lp, shader, variant, 1);
/* insert new variant into linked list */
variant->next = shader->variants;
shader->variants = variant;
return variant;
}
static void *
llvmpipe_create_fs_state(struct pipe_context *pipe,
const struct pipe_shader_state *templ)
{
struct lp_fragment_shader *shader;
shader = CALLOC_STRUCT(lp_fragment_shader);
if (!shader)
return NULL;
/* get/save the summary info for this shader */
tgsi_scan_shader(templ->tokens, &shader->info);
/* we need to keep a local copy of the tokens */
shader->base.tokens = tgsi_dup_tokens(templ->tokens);
if (LP_DEBUG & DEBUG_TGSI) {
debug_printf("llvmpipe: Create fragment shader %p:\n", (void *) shader);
tgsi_dump(templ->tokens, 0);
}
return shader;
}
static void
llvmpipe_bind_fs_state(struct pipe_context *pipe, void *fs)
{
struct llvmpipe_context *llvmpipe = llvmpipe_context(pipe);
if (llvmpipe->fs == fs)
return;
draw_flush(llvmpipe->draw);
llvmpipe->fs = fs;
llvmpipe->dirty |= LP_NEW_FS;
}
static void
llvmpipe_delete_fs_state(struct pipe_context *pipe, void *fs)
{
struct llvmpipe_context *llvmpipe = llvmpipe_context(pipe);
struct llvmpipe_screen *screen = llvmpipe_screen(pipe->screen);
struct lp_fragment_shader *shader = fs;
struct lp_fragment_shader_variant *variant;
assert(fs != llvmpipe->fs);
(void) llvmpipe;
/*
* XXX: we need to flush the context until we have some sort of reference
* counting in fragment shaders as they may still be binned
*/
draw_flush(llvmpipe->draw);
lp_setup_flush(llvmpipe->setup, 0);
variant = shader->variants;
while(variant) {
struct lp_fragment_shader_variant *next = variant->next;
unsigned i;
for (i = 0; i < Elements(variant->function); i++) {
if (variant->function[i]) {
if (variant->jit_function[i])
LLVMFreeMachineCodeForFunction(screen->engine,
variant->function[i]);
LLVMDeleteFunction(variant->function[i]);
}
}
FREE(variant);
variant = next;
}
FREE((void *) shader->base.tokens);
FREE(shader);
}
static void
llvmpipe_set_constant_buffer(struct pipe_context *pipe,
uint shader, uint index,
struct pipe_resource *constants)
{
struct llvmpipe_context *llvmpipe = llvmpipe_context(pipe);
unsigned size = constants ? constants->width0 : 0;
const void *data = constants ? llvmpipe_resource_data(constants) : NULL;
assert(shader < PIPE_SHADER_TYPES);
assert(index == 0);
if(llvmpipe->constants[shader] == constants)
return;
draw_flush(llvmpipe->draw);
/* note: reference counting */
pipe_resource_reference(&llvmpipe->constants[shader], constants);
if(shader == PIPE_SHADER_VERTEX) {
draw_set_mapped_constant_buffer(llvmpipe->draw, PIPE_SHADER_VERTEX, 0,
data, size);
}
llvmpipe->dirty |= LP_NEW_CONSTANTS;
}
/**
* Return the blend factor equivalent to a destination alpha of one.
*/
static INLINE unsigned
force_dst_alpha_one(unsigned factor, boolean alpha)
{
switch(factor) {
case PIPE_BLENDFACTOR_DST_ALPHA:
return PIPE_BLENDFACTOR_ONE;
case PIPE_BLENDFACTOR_INV_DST_ALPHA:
return PIPE_BLENDFACTOR_ZERO;
case PIPE_BLENDFACTOR_SRC_ALPHA_SATURATE:
return PIPE_BLENDFACTOR_ZERO;
}
if (alpha) {
switch(factor) {
case PIPE_BLENDFACTOR_DST_COLOR:
return PIPE_BLENDFACTOR_ONE;
case PIPE_BLENDFACTOR_INV_DST_COLOR:
return PIPE_BLENDFACTOR_ZERO;
}
}
return factor;
}
/**
* We need to generate several variants of the fragment pipeline to match
* all the combinations of the contributing state atoms.
*
* TODO: there is actually no reason to tie this to context state -- the
* generated code could be cached globally in the screen.
*/
static void
make_variant_key(struct llvmpipe_context *lp,
struct lp_fragment_shader *shader,
struct lp_fragment_shader_variant_key *key)
{
unsigned i;
memset(key, 0, sizeof *key);
if (lp->framebuffer.zsbuf) {
if (lp->depth_stencil->depth.enabled) {
key->zsbuf_format = lp->framebuffer.zsbuf->format;
memcpy(&key->depth, &lp->depth_stencil->depth, sizeof key->depth);
}
if (lp->depth_stencil->stencil[0].enabled) {
key->zsbuf_format = lp->framebuffer.zsbuf->format;
memcpy(&key->stencil, &lp->depth_stencil->stencil, sizeof key->stencil);
}
}
key->alpha.enabled = lp->depth_stencil->alpha.enabled;
if(key->alpha.enabled)
key->alpha.func = lp->depth_stencil->alpha.func;
/* alpha.ref_value is passed in jit_context */
key->flatshade = lp->rasterizer->flatshade;
key->scissor = lp->rasterizer->scissor;
if (lp->active_query_count) {
key->occlusion_count = TRUE;
}
if (lp->framebuffer.nr_cbufs) {
memcpy(&key->blend, lp->blend, sizeof key->blend);
}
key->nr_cbufs = lp->framebuffer.nr_cbufs;
for (i = 0; i < lp->framebuffer.nr_cbufs; i++) {
struct pipe_rt_blend_state *blend_rt = &key->blend.rt[i];
const struct util_format_description *format_desc;
unsigned chan;
format_desc = util_format_description(lp->framebuffer.cbufs[i]->format);
assert(format_desc->colorspace == UTIL_FORMAT_COLORSPACE_RGB ||
format_desc->colorspace == UTIL_FORMAT_COLORSPACE_SRGB);
blend_rt->colormask = lp->blend->rt[i].colormask;
/* mask out color channels not present in the color buffer.
* Should be simple to incorporate per-cbuf writemasks:
*/
for(chan = 0; chan < 4; ++chan) {
enum util_format_swizzle swizzle = format_desc->swizzle[chan];
if(swizzle > UTIL_FORMAT_SWIZZLE_W)
blend_rt->colormask &= ~(1 << chan);
}
/*
* Our swizzled render tiles always have an alpha channel, but the linear
* render target format often does not, so force here the dst alpha to be
* one.
*
* This is not a mere optimization. Wrong results will be produced if the
* dst alpha is used, the dst format does not have alpha, and the previous
* rendering was not flushed from the swizzled to linear buffer. For
* example, NonPowTwo DCT.
*
* TODO: This should be generalized to all channels for better
* performance, but only alpha causes correctness issues.
*/
if (format_desc->swizzle[3] > UTIL_FORMAT_SWIZZLE_W) {
blend_rt->rgb_src_factor = force_dst_alpha_one(blend_rt->rgb_src_factor, FALSE);
blend_rt->rgb_dst_factor = force_dst_alpha_one(blend_rt->rgb_dst_factor, FALSE);
blend_rt->alpha_src_factor = force_dst_alpha_one(blend_rt->alpha_src_factor, TRUE);
blend_rt->alpha_dst_factor = force_dst_alpha_one(blend_rt->alpha_dst_factor, TRUE);
}
}
for(i = 0; i < PIPE_MAX_SAMPLERS; ++i)
if(shader->info.file_mask[TGSI_FILE_SAMPLER] & (1 << i))
lp_sampler_static_state(&key->sampler[i], lp->fragment_sampler_views[i], lp->sampler[i]);
}
/**
* Update fragment state. This is called just prior to drawing
* something when some fragment-related state has changed.
*/
void
llvmpipe_update_fs(struct llvmpipe_context *lp)
{
struct lp_fragment_shader *shader = lp->fs;
struct lp_fragment_shader_variant_key key;
struct lp_fragment_shader_variant *variant;
boolean opaque;
make_variant_key(lp, shader, &key);
variant = shader->variants;
while(variant) {
if(memcmp(&variant->key, &key, sizeof key) == 0)
break;
variant = variant->next;
}
if (!variant) {
int64_t t0, t1;
int64_t dt;
t0 = os_time_get();
variant = generate_variant(lp, shader, &key);
t1 = os_time_get();
dt = t1 - t0;
LP_COUNT_ADD(llvm_compile_time, dt);
LP_COUNT_ADD(nr_llvm_compiles, 2); /* emit vs. omit in/out test */
}
/* TODO: put this in the variant */
/* TODO: most of these can be relaxed, in particular the colormask */
opaque = !key.blend.logicop_enable &&
!key.blend.rt[0].blend_enable &&
key.blend.rt[0].colormask == 0xf &&
!key.stencil[0].enabled &&
!key.alpha.enabled &&
!key.depth.enabled &&
!key.scissor &&
!shader->info.uses_kill
? TRUE : FALSE;
lp_setup_set_fs_functions(lp->setup,
variant->jit_function[RAST_WHOLE],
variant->jit_function[RAST_EDGE_TEST],
opaque);
}
void
llvmpipe_init_fs_funcs(struct llvmpipe_context *llvmpipe)
{
llvmpipe->pipe.create_fs_state = llvmpipe_create_fs_state;
llvmpipe->pipe.bind_fs_state = llvmpipe_bind_fs_state;
llvmpipe->pipe.delete_fs_state = llvmpipe_delete_fs_state;
llvmpipe->pipe.set_constant_buffer = llvmpipe_set_constant_buffer;
}
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