sp_state_derived.c revision d6c3e6d8f34fc39dcbe9395c3a5953af726443f1
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_inlines.h" 29#include "util/u_math.h" 30#include "util/u_memory.h" 31#include "util/u_pstipple.h" 32#include "pipe/p_shader_tokens.h" 33#include "draw/draw_context.h" 34#include "draw/draw_vertex.h" 35#include "sp_context.h" 36#include "sp_screen.h" 37#include "sp_state.h" 38#include "sp_texture.h" 39#include "sp_tex_tile_cache.h" 40 41 42/** 43 * Mark the current vertex layout as "invalid". 44 * We'll validate the vertex layout later, when we start to actually 45 * render a point or line or tri. 46 */ 47static void 48invalidate_vertex_layout(struct softpipe_context *softpipe) 49{ 50 softpipe->vertex_info.num_attribs = 0; 51} 52 53 54/** 55 * The vertex info describes how to convert the post-transformed vertices 56 * (simple float[][4]) used by the 'draw' module into vertices for 57 * rasterization. 58 * 59 * This function validates the vertex layout and returns a pointer to a 60 * vertex_info object. 61 */ 62struct vertex_info * 63softpipe_get_vertex_info(struct softpipe_context *softpipe) 64{ 65 struct vertex_info *vinfo = &softpipe->vertex_info; 66 67 if (vinfo->num_attribs == 0) { 68 /* compute vertex layout now */ 69 const struct tgsi_shader_info *fsInfo = &softpipe->fs_variant->info; 70 struct vertex_info *vinfo_vbuf = &softpipe->vertex_info_vbuf; 71 const uint num = draw_num_shader_outputs(softpipe->draw); 72 uint i; 73 74 /* Tell draw_vbuf to simply emit the whole post-xform vertex 75 * as-is. No longer any need to try and emit draw vertex_header 76 * info. 77 */ 78 vinfo_vbuf->num_attribs = 0; 79 for (i = 0; i < num; i++) { 80 draw_emit_vertex_attr(vinfo_vbuf, EMIT_4F, INTERP_PERSPECTIVE, i); 81 } 82 draw_compute_vertex_size(vinfo_vbuf); 83 84 /* 85 * Loop over fragment shader inputs, searching for the matching output 86 * from the vertex shader. 87 */ 88 vinfo->num_attribs = 0; 89 for (i = 0; i < fsInfo->num_inputs; i++) { 90 int src; 91 enum interp_mode interp = INTERP_LINEAR; 92 93 switch (fsInfo->input_interpolate[i]) { 94 case TGSI_INTERPOLATE_CONSTANT: 95 interp = INTERP_CONSTANT; 96 break; 97 case TGSI_INTERPOLATE_LINEAR: 98 interp = INTERP_LINEAR; 99 break; 100 case TGSI_INTERPOLATE_PERSPECTIVE: 101 interp = INTERP_PERSPECTIVE; 102 break; 103 case TGSI_INTERPOLATE_COLOR: 104 assert(fsInfo->input_semantic_name[i] == TGSI_SEMANTIC_COLOR); 105 break; 106 default: 107 assert(0); 108 } 109 110 switch (fsInfo->input_semantic_name[i]) { 111 case TGSI_SEMANTIC_POSITION: 112 interp = INTERP_POS; 113 break; 114 115 case TGSI_SEMANTIC_COLOR: 116 if (fsInfo->input_interpolate[i] == TGSI_INTERPOLATE_COLOR) { 117 if (softpipe->rasterizer->flatshade) 118 interp = INTERP_CONSTANT; 119 else 120 interp = INTERP_PERSPECTIVE; 121 } 122 break; 123 } 124 125 /* this includes texcoords and varying vars */ 126 src = draw_find_shader_output(softpipe->draw, 127 fsInfo->input_semantic_name[i], 128 fsInfo->input_semantic_index[i]); 129 if (fsInfo->input_semantic_name[i] == TGSI_SEMANTIC_COLOR && src == 0) 130 /* try and find a bcolor */ 131 src = draw_find_shader_output(softpipe->draw, 132 TGSI_SEMANTIC_BCOLOR, fsInfo->input_semantic_index[i]); 133 134 draw_emit_vertex_attr(vinfo, EMIT_4F, interp, src); 135 } 136 137 softpipe->psize_slot = draw_find_shader_output(softpipe->draw, 138 TGSI_SEMANTIC_PSIZE, 0); 139 if (softpipe->psize_slot > 0) { 140 draw_emit_vertex_attr(vinfo, EMIT_4F, INTERP_CONSTANT, 141 softpipe->psize_slot); 142 } 143 144 draw_compute_vertex_size(vinfo); 145 } 146 147 return vinfo; 148} 149 150 151/** 152 * Called from vbuf module. 153 * 154 * Note that there's actually two different vertex layouts in softpipe. 155 * 156 * The normal one is computed in softpipe_get_vertex_info() above and is 157 * used by the point/line/tri "setup" code. 158 * 159 * The other one (this one) is only used by the vbuf module (which is 160 * not normally used by default but used in testing). For the vbuf module, 161 * we basically want to pass-through the draw module's vertex layout as-is. 162 * When the softpipe vbuf code begins drawing, the normal vertex layout 163 * will come into play again. 164 */ 165struct vertex_info * 166softpipe_get_vbuf_vertex_info(struct softpipe_context *softpipe) 167{ 168 (void) softpipe_get_vertex_info(softpipe); 169 return &softpipe->vertex_info_vbuf; 170} 171 172 173/** 174 * Recompute cliprect from scissor bounds, scissor enable and surface size. 175 */ 176static void 177compute_cliprect(struct softpipe_context *sp) 178{ 179 /* SP_NEW_FRAMEBUFFER 180 */ 181 uint surfWidth = sp->framebuffer.width; 182 uint surfHeight = sp->framebuffer.height; 183 184 /* SP_NEW_RASTERIZER 185 */ 186 if (sp->rasterizer->scissor) { 187 188 /* SP_NEW_SCISSOR 189 * 190 * clip to scissor rect: 191 */ 192 sp->cliprect.minx = MAX2(sp->scissor.minx, 0); 193 sp->cliprect.miny = MAX2(sp->scissor.miny, 0); 194 sp->cliprect.maxx = MIN2(sp->scissor.maxx, surfWidth); 195 sp->cliprect.maxy = MIN2(sp->scissor.maxy, surfHeight); 196 } 197 else { 198 /* clip to surface bounds */ 199 sp->cliprect.minx = 0; 200 sp->cliprect.miny = 0; 201 sp->cliprect.maxx = surfWidth; 202 sp->cliprect.maxy = surfHeight; 203 } 204} 205 206 207static void 208update_tgsi_samplers( struct softpipe_context *softpipe ) 209{ 210 unsigned i, sh; 211 212 softpipe_reset_sampler_variants( softpipe ); 213 214 for (sh = 0; sh < Elements(softpipe->tex_cache); sh++) { 215 for (i = 0; i < PIPE_MAX_SAMPLERS; i++) { 216 struct softpipe_tex_tile_cache *tc = softpipe->tex_cache[sh][i]; 217 if (tc && tc->texture) { 218 struct softpipe_resource *spt = softpipe_resource(tc->texture); 219 if (spt->timestamp != tc->timestamp) { 220 sp_tex_tile_cache_validate_texture( tc ); 221 /* 222 _debug_printf("INV %d %d\n", tc->timestamp, spt->timestamp); 223 */ 224 tc->timestamp = spt->timestamp; 225 } 226 } 227 } 228 } 229} 230 231 232static void 233update_fragment_shader(struct softpipe_context *softpipe, unsigned prim) 234{ 235 struct sp_fragment_shader_variant_key key; 236 237 memset(&key, 0, sizeof(key)); 238 239 if (prim == PIPE_PRIM_TRIANGLES) 240 key.polygon_stipple = softpipe->rasterizer->poly_stipple_enable; 241 242 if (softpipe->fs) { 243 softpipe->fs_variant = softpipe_find_fs_variant(softpipe, 244 softpipe->fs, &key); 245 } 246 else { 247 softpipe->fs_variant = NULL; 248 } 249 250 /* This would be the logical place to pass the fragment shader 251 * to the draw module. However, doing this here, during state 252 * validation, causes problems with the 'draw' module helpers for 253 * wide/AA/stippled lines. 254 * In principle, the draw's fragment shader should be per-variant 255 * but that doesn't work. So we use a single draw fragment shader 256 * per fragment shader, not per variant. 257 */ 258#if 0 259 if (softpipe->fs_variant) { 260 draw_bind_fragment_shader(softpipe->draw, 261 softpipe->fs_variant->draw_shader); 262 } 263 else { 264 draw_bind_fragment_shader(softpipe->draw, NULL); 265 } 266#endif 267} 268 269 270/** 271 * This should be called when the polygon stipple pattern changes. 272 * We create a new texture from the stipple pattern and create a new 273 * sampler view. 274 */ 275static void 276update_polygon_stipple_pattern(struct softpipe_context *softpipe) 277{ 278 struct pipe_resource *tex; 279 struct pipe_sampler_view *view; 280 281 tex = util_pstipple_create_stipple_texture(&softpipe->pipe, 282 softpipe->poly_stipple.stipple); 283 pipe_resource_reference(&softpipe->pstipple.texture, tex); 284 pipe_resource_reference(&tex, NULL); 285 286 view = util_pstipple_create_sampler_view(&softpipe->pipe, 287 softpipe->pstipple.texture); 288 pipe_sampler_view_reference(&softpipe->pstipple.sampler_view, view); 289 pipe_sampler_view_reference(&view, NULL); 290} 291 292 293/** 294 * Should be called when polygon stipple is enabled/disabled or when 295 * the fragment shader changes. 296 * We add/update the fragment sampler and sampler views to sample from 297 * the polygon stipple texture. The texture unit that we use depends on 298 * the fragment shader (we need to use a unit not otherwise used by the 299 * shader). 300 */ 301static void 302update_polygon_stipple_enable(struct softpipe_context *softpipe, unsigned prim) 303{ 304 if (prim == PIPE_PRIM_TRIANGLES && 305 softpipe->fs_variant->key.polygon_stipple) { 306 const unsigned unit = softpipe->fs_variant->stipple_sampler_unit; 307 308 assert(unit >= softpipe->num_samplers[PIPE_SHADER_FRAGMENT]); 309 310 /* sampler state */ 311 softpipe->samplers[PIPE_SHADER_FRAGMENT][unit] = softpipe->pstipple.sampler; 312 313 /* sampler view */ 314 pipe_sampler_view_reference(&softpipe->sampler_views[PIPE_SHADER_FRAGMENT][unit], 315 softpipe->pstipple.sampler_view); 316 317 sp_tex_tile_cache_set_sampler_view(softpipe->tex_cache[PIPE_SHADER_FRAGMENT][unit], 318 softpipe->pstipple.sampler_view); 319 320 softpipe->dirty |= SP_NEW_SAMPLER; 321 } 322} 323 324 325/* Hopefully this will remain quite simple, otherwise need to pull in 326 * something like the state tracker mechanism. 327 */ 328void 329softpipe_update_derived(struct softpipe_context *softpipe, unsigned prim) 330{ 331 struct softpipe_screen *sp_screen = softpipe_screen(softpipe->pipe.screen); 332 333 /* Check for updated textures. 334 */ 335 if (softpipe->tex_timestamp != sp_screen->timestamp) { 336 softpipe->tex_timestamp = sp_screen->timestamp; 337 softpipe->dirty |= SP_NEW_TEXTURE; 338 } 339 340#if DO_PSTIPPLE_IN_HELPER_MODULE 341 if (softpipe->dirty & SP_NEW_STIPPLE) 342 /* before updating samplers! */ 343 update_polygon_stipple_pattern(softpipe); 344#endif 345 346 if (softpipe->dirty & (SP_NEW_RASTERIZER | 347 SP_NEW_FS)) 348 update_fragment_shader(softpipe, prim); 349 350#if DO_PSTIPPLE_IN_HELPER_MODULE 351 if (softpipe->dirty & (SP_NEW_RASTERIZER | 352 SP_NEW_STIPPLE | 353 SP_NEW_FS)) 354 update_polygon_stipple_enable(softpipe, prim); 355#endif 356 357 if (softpipe->dirty & (SP_NEW_SAMPLER | 358 SP_NEW_TEXTURE | 359 SP_NEW_FS | 360 SP_NEW_VS)) 361 update_tgsi_samplers( softpipe ); 362 363 if (softpipe->dirty & (SP_NEW_RASTERIZER | 364 SP_NEW_FS | 365 SP_NEW_VS)) 366 invalidate_vertex_layout( softpipe ); 367 368 if (softpipe->dirty & (SP_NEW_SCISSOR | 369 SP_NEW_RASTERIZER | 370 SP_NEW_FRAMEBUFFER)) 371 compute_cliprect(softpipe); 372 373 if (softpipe->dirty & (SP_NEW_BLEND | 374 SP_NEW_DEPTH_STENCIL_ALPHA | 375 SP_NEW_FRAMEBUFFER | 376 SP_NEW_FS)) 377 sp_build_quad_pipeline(softpipe); 378 379 softpipe->dirty = 0; 380} 381