1/**************************************************************************
2 *
3 * Copyright 2003 Tungsten Graphics, Inc., Cedar Park, Texas.
4 * All Rights Reserved.
5 *
6 * Permission is hereby granted, free of charge, to any person obtaining a
7 * copy of this software and associated documentation files (the
8 * "Software"), to deal in the Software without restriction, including
9 * without limitation the rights to use, copy, modify, merge, publish,
10 * distribute, sub license, and/or sell copies of the Software, and to
11 * permit persons to whom the Software is furnished to do so, subject to
12 * the following conditions:
13 *
14 * The above copyright notice and this permission notice (including the
15 * next paragraph) shall be included in all copies or substantial portions
16 * of the Software.
17 *
18 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
19 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
20 * MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT.
21 * IN NO EVENT SHALL TUNGSTEN GRAPHICS AND/OR ITS SUPPLIERS BE LIABLE FOR
22 * ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
23 * TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
24 * SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
25 *
26 **************************************************************************/
27
28#include "util/u_math.h"
29#include "util/u_memory.h"
30#include "pipe/p_shader_tokens.h"
31#include "draw/draw_context.h"
32#include "draw/draw_vertex.h"
33#include "draw/draw_private.h"
34#include "lp_context.h"
35#include "lp_screen.h"
36#include "lp_setup.h"
37#include "lp_state.h"
38
39
40
41/**
42 * The vertex info describes how to convert the post-transformed vertices
43 * (simple float[][4]) used by the 'draw' module into vertices for
44 * rasterization.
45 *
46 * This function validates the vertex layout.
47 */
48static void
49compute_vertex_info(struct llvmpipe_context *llvmpipe)
50{
51   const struct lp_fragment_shader *lpfs = llvmpipe->fs;
52   struct vertex_info *vinfo = &llvmpipe->vertex_info;
53   unsigned vs_index;
54   uint i;
55
56   llvmpipe->color_slot[0] = -1;
57   llvmpipe->color_slot[1] = -1;
58   llvmpipe->bcolor_slot[0] = -1;
59   llvmpipe->bcolor_slot[1] = -1;
60
61   /*
62    * Match FS inputs against VS outputs, emitting the necessary
63    * attributes.  Could cache these structs and look them up with a
64    * combination of fragment shader, vertex shader ids.
65    */
66
67   vinfo->num_attribs = 0;
68
69   vs_index = draw_find_shader_output(llvmpipe->draw,
70                                       TGSI_SEMANTIC_POSITION,
71                                       0);
72
73   draw_emit_vertex_attr(vinfo, EMIT_4F, INTERP_PERSPECTIVE, vs_index);
74
75   for (i = 0; i < lpfs->info.base.num_inputs; i++) {
76      /*
77       * Search for each input in current vs output:
78       */
79
80      vs_index = draw_find_shader_output(llvmpipe->draw,
81                                         lpfs->info.base.input_semantic_name[i],
82                                         lpfs->info.base.input_semantic_index[i]);
83
84      if (lpfs->info.base.input_semantic_name[i] == TGSI_SEMANTIC_COLOR &&
85          lpfs->info.base.input_semantic_index[i] < 2) {
86         int idx = lpfs->info.base.input_semantic_index[i];
87         llvmpipe->color_slot[idx] = (int)vinfo->num_attribs;
88      }
89
90      /*
91       * Emit the requested fs attribute for all but position.
92       */
93      draw_emit_vertex_attr(vinfo, EMIT_4F, INTERP_PERSPECTIVE, vs_index);
94   }
95
96   /* Figure out if we need bcolor as well.
97    */
98   for (i = 0; i < 2; i++) {
99      vs_index = draw_find_shader_output(llvmpipe->draw,
100                                         TGSI_SEMANTIC_BCOLOR, i);
101
102      if (vs_index > 0) {
103         llvmpipe->bcolor_slot[i] = (int)vinfo->num_attribs;
104         draw_emit_vertex_attr(vinfo, EMIT_4F, INTERP_PERSPECTIVE, vs_index);
105      }
106   }
107
108
109   /* Figure out if we need pointsize as well.
110    */
111   vs_index = draw_find_shader_output(llvmpipe->draw,
112                                      TGSI_SEMANTIC_PSIZE, 0);
113
114   if (vs_index > 0) {
115      llvmpipe->psize_slot = vinfo->num_attribs;
116      draw_emit_vertex_attr(vinfo, EMIT_4F, INTERP_CONSTANT, vs_index);
117   }
118
119   draw_compute_vertex_size(vinfo);
120   lp_setup_set_vertex_info(llvmpipe->setup, vinfo);
121}
122
123
124/**
125 * Handle state changes.
126 * Called just prior to drawing anything (pipe::draw_arrays(), etc).
127 *
128 * Hopefully this will remain quite simple, otherwise need to pull in
129 * something like the state tracker mechanism.
130 */
131void llvmpipe_update_derived( struct llvmpipe_context *llvmpipe )
132{
133   struct llvmpipe_screen *lp_screen = llvmpipe_screen(llvmpipe->pipe.screen);
134
135   /* Check for updated textures.
136    */
137   if (llvmpipe->tex_timestamp != lp_screen->timestamp) {
138      llvmpipe->tex_timestamp = lp_screen->timestamp;
139      llvmpipe->dirty |= LP_NEW_SAMPLER_VIEW;
140   }
141
142   if (llvmpipe->dirty & (LP_NEW_RASTERIZER |
143                          LP_NEW_FS |
144                          LP_NEW_VS))
145      compute_vertex_info( llvmpipe );
146
147   if (llvmpipe->dirty & (LP_NEW_FS |
148                          LP_NEW_BLEND |
149                          LP_NEW_SCISSOR |
150                          LP_NEW_DEPTH_STENCIL_ALPHA |
151                          LP_NEW_RASTERIZER |
152                          LP_NEW_SAMPLER |
153                          LP_NEW_SAMPLER_VIEW |
154                          LP_NEW_QUERY))
155      llvmpipe_update_fs( llvmpipe );
156
157   if (llvmpipe->dirty & (LP_NEW_FS |
158			  LP_NEW_RASTERIZER))
159      llvmpipe_update_setup( llvmpipe );
160
161   if (llvmpipe->dirty & LP_NEW_BLEND_COLOR)
162      lp_setup_set_blend_color(llvmpipe->setup,
163                               &llvmpipe->blend_color);
164
165   if (llvmpipe->dirty & LP_NEW_SCISSOR)
166      lp_setup_set_scissor(llvmpipe->setup, &llvmpipe->scissor);
167
168   if (llvmpipe->dirty & LP_NEW_DEPTH_STENCIL_ALPHA) {
169      lp_setup_set_alpha_ref_value(llvmpipe->setup,
170                                   llvmpipe->depth_stencil->alpha.ref_value);
171      lp_setup_set_stencil_ref_values(llvmpipe->setup,
172                                      llvmpipe->stencil_ref.ref_value);
173   }
174
175   if (llvmpipe->dirty & LP_NEW_CONSTANTS)
176      lp_setup_set_fs_constants(llvmpipe->setup,
177                                llvmpipe->constants[PIPE_SHADER_FRAGMENT][0]);
178
179   if (llvmpipe->dirty & (LP_NEW_SAMPLER_VIEW))
180      lp_setup_set_fragment_sampler_views(llvmpipe->setup,
181                                          llvmpipe->num_sampler_views[PIPE_SHADER_FRAGMENT],
182                                          llvmpipe->sampler_views[PIPE_SHADER_FRAGMENT]);
183
184   if (llvmpipe->dirty & (LP_NEW_SAMPLER))
185      lp_setup_set_fragment_sampler_state(llvmpipe->setup,
186                                          llvmpipe->num_samplers[PIPE_SHADER_FRAGMENT],
187                                          llvmpipe->samplers[PIPE_SHADER_FRAGMENT]);
188
189   llvmpipe->dirty = 0;
190}
191
192