forked from KolibriOS/kolibrios
edb28b33f3
git-svn-id: svn://kolibrios.org@3770 a494cfbc-eb01-0410-851d-a64ba20cac60
404 lines
13 KiB
C
404 lines
13 KiB
C
/**************************************************************************
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*
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* Copyright 2003 Tungsten Graphics, Inc., Cedar Park, Texas.
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* All Rights Reserved.
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*
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* Permission is hereby granted, free of charge, to any person obtaining a
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* copy of this software and associated documentation files (the
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* "Software"), to deal in the Software without restriction, including
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* without limitation the rights to use, copy, modify, merge, publish,
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* distribute, sub license, and/or sell copies of the Software, and to
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* permit persons to whom the Software is furnished to do so, subject to
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* the following conditions:
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*
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* The above copyright notice and this permission notice (including the
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* next paragraph) shall be included in all copies or substantial portions
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* of the Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
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* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
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* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT.
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* IN NO EVENT SHALL TUNGSTEN GRAPHICS AND/OR ITS SUPPLIERS BE LIABLE FOR
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* ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
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* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
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* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
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*
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**************************************************************************/
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#include "util/u_inlines.h"
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#include "util/u_math.h"
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#include "util/u_memory.h"
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#include "util/u_pstipple.h"
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#include "pipe/p_shader_tokens.h"
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#include "draw/draw_context.h"
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#include "draw/draw_vertex.h"
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#include "sp_context.h"
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#include "sp_screen.h"
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#include "sp_state.h"
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#include "sp_texture.h"
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#include "sp_tex_sample.h"
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#include "sp_tex_tile_cache.h"
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/**
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* Mark the current vertex layout as "invalid".
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* We'll validate the vertex layout later, when we start to actually
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* render a point or line or tri.
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*/
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static void
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invalidate_vertex_layout(struct softpipe_context *softpipe)
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{
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softpipe->vertex_info.num_attribs = 0;
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}
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/**
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* The vertex info describes how to convert the post-transformed vertices
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* (simple float[][4]) used by the 'draw' module into vertices for
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* rasterization.
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*
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* This function validates the vertex layout and returns a pointer to a
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* vertex_info object.
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*/
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struct vertex_info *
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softpipe_get_vertex_info(struct softpipe_context *softpipe)
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{
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struct vertex_info *vinfo = &softpipe->vertex_info;
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if (vinfo->num_attribs == 0) {
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/* compute vertex layout now */
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const struct tgsi_shader_info *fsInfo = &softpipe->fs_variant->info;
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struct vertex_info *vinfo_vbuf = &softpipe->vertex_info_vbuf;
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const uint num = draw_num_shader_outputs(softpipe->draw);
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uint i;
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/* Tell draw_vbuf to simply emit the whole post-xform vertex
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* as-is. No longer any need to try and emit draw vertex_header
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* info.
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*/
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vinfo_vbuf->num_attribs = 0;
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for (i = 0; i < num; i++) {
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draw_emit_vertex_attr(vinfo_vbuf, EMIT_4F, INTERP_PERSPECTIVE, i);
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}
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draw_compute_vertex_size(vinfo_vbuf);
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/*
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* Loop over fragment shader inputs, searching for the matching output
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* from the vertex shader.
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*/
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vinfo->num_attribs = 0;
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for (i = 0; i < fsInfo->num_inputs; i++) {
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int src;
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enum interp_mode interp = INTERP_LINEAR;
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switch (fsInfo->input_interpolate[i]) {
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case TGSI_INTERPOLATE_CONSTANT:
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interp = INTERP_CONSTANT;
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break;
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case TGSI_INTERPOLATE_LINEAR:
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interp = INTERP_LINEAR;
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break;
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case TGSI_INTERPOLATE_PERSPECTIVE:
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interp = INTERP_PERSPECTIVE;
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break;
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case TGSI_INTERPOLATE_COLOR:
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assert(fsInfo->input_semantic_name[i] == TGSI_SEMANTIC_COLOR);
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break;
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default:
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assert(0);
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}
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switch (fsInfo->input_semantic_name[i]) {
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case TGSI_SEMANTIC_POSITION:
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interp = INTERP_POS;
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break;
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case TGSI_SEMANTIC_COLOR:
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if (fsInfo->input_interpolate[i] == TGSI_INTERPOLATE_COLOR) {
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if (softpipe->rasterizer->flatshade)
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interp = INTERP_CONSTANT;
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else
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interp = INTERP_PERSPECTIVE;
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}
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break;
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}
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/* this includes texcoords and varying vars */
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src = draw_find_shader_output(softpipe->draw,
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fsInfo->input_semantic_name[i],
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fsInfo->input_semantic_index[i]);
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if (fsInfo->input_semantic_name[i] == TGSI_SEMANTIC_COLOR && src == -1)
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/* try and find a bcolor */
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src = draw_find_shader_output(softpipe->draw,
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TGSI_SEMANTIC_BCOLOR, fsInfo->input_semantic_index[i]);
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draw_emit_vertex_attr(vinfo, EMIT_4F, interp, src);
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}
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softpipe->psize_slot = draw_find_shader_output(softpipe->draw,
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TGSI_SEMANTIC_PSIZE, 0);
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if (softpipe->psize_slot >= 0) {
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draw_emit_vertex_attr(vinfo, EMIT_4F, INTERP_CONSTANT,
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softpipe->psize_slot);
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}
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draw_compute_vertex_size(vinfo);
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}
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return vinfo;
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}
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/**
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* Called from vbuf module.
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*
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* Note that there's actually two different vertex layouts in softpipe.
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*
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* The normal one is computed in softpipe_get_vertex_info() above and is
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* used by the point/line/tri "setup" code.
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*
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* The other one (this one) is only used by the vbuf module (which is
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* not normally used by default but used in testing). For the vbuf module,
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* we basically want to pass-through the draw module's vertex layout as-is.
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* When the softpipe vbuf code begins drawing, the normal vertex layout
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* will come into play again.
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*/
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struct vertex_info *
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softpipe_get_vbuf_vertex_info(struct softpipe_context *softpipe)
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{
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(void) softpipe_get_vertex_info(softpipe);
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return &softpipe->vertex_info_vbuf;
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}
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/**
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* Recompute cliprect from scissor bounds, scissor enable and surface size.
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*/
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static void
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compute_cliprect(struct softpipe_context *sp)
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{
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/* SP_NEW_FRAMEBUFFER
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*/
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uint surfWidth = sp->framebuffer.width;
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uint surfHeight = sp->framebuffer.height;
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/* SP_NEW_RASTERIZER
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*/
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if (sp->rasterizer->scissor) {
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/* SP_NEW_SCISSOR
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*
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* clip to scissor rect:
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*/
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sp->cliprect.minx = MAX2(sp->scissor.minx, 0);
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sp->cliprect.miny = MAX2(sp->scissor.miny, 0);
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sp->cliprect.maxx = MIN2(sp->scissor.maxx, surfWidth);
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sp->cliprect.maxy = MIN2(sp->scissor.maxy, surfHeight);
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}
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else {
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/* clip to surface bounds */
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sp->cliprect.minx = 0;
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sp->cliprect.miny = 0;
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sp->cliprect.maxx = surfWidth;
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sp->cliprect.maxy = surfHeight;
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}
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}
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static void
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set_shader_sampler(struct softpipe_context *softpipe,
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unsigned shader,
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int max_sampler)
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{
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int i;
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for (i = 0; i <= max_sampler; i++) {
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softpipe->tgsi.sampler[shader]->sp_sampler[i] =
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(struct sp_sampler *)(softpipe->samplers[shader][i]);
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}
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}
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static void
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update_tgsi_samplers( struct softpipe_context *softpipe )
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{
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unsigned i, sh;
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set_shader_sampler(softpipe, PIPE_SHADER_VERTEX,
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softpipe->vs->max_sampler);
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set_shader_sampler(softpipe, PIPE_SHADER_FRAGMENT,
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softpipe->fs_variant->info.file_max[TGSI_FILE_SAMPLER]);
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if (softpipe->gs) {
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set_shader_sampler(softpipe, PIPE_SHADER_GEOMETRY,
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softpipe->gs->max_sampler);
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}
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/* XXX is this really necessary here??? */
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for (sh = 0; sh < Elements(softpipe->tex_cache); sh++) {
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for (i = 0; i < PIPE_MAX_SAMPLERS; i++) {
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struct softpipe_tex_tile_cache *tc = softpipe->tex_cache[sh][i];
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if (tc && tc->texture) {
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struct softpipe_resource *spt = softpipe_resource(tc->texture);
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if (spt->timestamp != tc->timestamp) {
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sp_tex_tile_cache_validate_texture( tc );
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/*
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_debug_printf("INV %d %d\n", tc->timestamp, spt->timestamp);
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*/
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tc->timestamp = spt->timestamp;
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}
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}
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}
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}
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}
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static void
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update_fragment_shader(struct softpipe_context *softpipe, unsigned prim)
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{
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struct sp_fragment_shader_variant_key key;
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memset(&key, 0, sizeof(key));
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if (prim == PIPE_PRIM_TRIANGLES)
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key.polygon_stipple = softpipe->rasterizer->poly_stipple_enable;
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if (softpipe->fs) {
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softpipe->fs_variant = softpipe_find_fs_variant(softpipe,
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softpipe->fs, &key);
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/* prepare the TGSI interpreter for FS execution */
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softpipe->fs_variant->prepare(softpipe->fs_variant,
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softpipe->fs_machine,
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(struct tgsi_sampler *) softpipe->
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tgsi.sampler[PIPE_SHADER_FRAGMENT]);
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}
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else {
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softpipe->fs_variant = NULL;
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}
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/* This would be the logical place to pass the fragment shader
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* to the draw module. However, doing this here, during state
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* validation, causes problems with the 'draw' module helpers for
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* wide/AA/stippled lines.
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* In principle, the draw's fragment shader should be per-variant
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* but that doesn't work. So we use a single draw fragment shader
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* per fragment shader, not per variant.
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*/
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#if 0
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if (softpipe->fs_variant) {
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draw_bind_fragment_shader(softpipe->draw,
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softpipe->fs_variant->draw_shader);
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}
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else {
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draw_bind_fragment_shader(softpipe->draw, NULL);
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}
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#endif
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}
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/**
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* This should be called when the polygon stipple pattern changes.
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* We create a new texture from the stipple pattern and create a new
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* sampler view.
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*/
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static void
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update_polygon_stipple_pattern(struct softpipe_context *softpipe)
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{
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struct pipe_resource *tex;
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struct pipe_sampler_view *view;
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tex = util_pstipple_create_stipple_texture(&softpipe->pipe,
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softpipe->poly_stipple.stipple);
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pipe_resource_reference(&softpipe->pstipple.texture, tex);
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pipe_resource_reference(&tex, NULL);
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view = util_pstipple_create_sampler_view(&softpipe->pipe,
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softpipe->pstipple.texture);
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pipe_sampler_view_reference(&softpipe->pstipple.sampler_view, view);
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pipe_sampler_view_reference(&view, NULL);
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}
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/**
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* Should be called when polygon stipple is enabled/disabled or when
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* the fragment shader changes.
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* We add/update the fragment sampler and sampler views to sample from
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* the polygon stipple texture. The texture unit that we use depends on
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* the fragment shader (we need to use a unit not otherwise used by the
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* shader).
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*/
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static void
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update_polygon_stipple_enable(struct softpipe_context *softpipe, unsigned prim)
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{
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if (prim == PIPE_PRIM_TRIANGLES &&
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softpipe->fs_variant->key.polygon_stipple) {
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const unsigned unit = softpipe->fs_variant->stipple_sampler_unit;
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/* sampler state */
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softpipe->samplers[PIPE_SHADER_FRAGMENT][unit] = softpipe->pstipple.sampler;
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/* sampler view state */
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softpipe_set_sampler_views(&softpipe->pipe, PIPE_SHADER_FRAGMENT,
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unit, 1, &softpipe->pstipple.sampler_view);
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softpipe->dirty |= SP_NEW_SAMPLER;
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}
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}
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/* Hopefully this will remain quite simple, otherwise need to pull in
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* something like the state tracker mechanism.
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*/
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void
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softpipe_update_derived(struct softpipe_context *softpipe, unsigned prim)
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{
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struct softpipe_screen *sp_screen = softpipe_screen(softpipe->pipe.screen);
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/* Check for updated textures.
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*/
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if (softpipe->tex_timestamp != sp_screen->timestamp) {
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softpipe->tex_timestamp = sp_screen->timestamp;
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softpipe->dirty |= SP_NEW_TEXTURE;
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}
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#if DO_PSTIPPLE_IN_HELPER_MODULE
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if (softpipe->dirty & SP_NEW_STIPPLE)
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/* before updating samplers! */
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update_polygon_stipple_pattern(softpipe);
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#endif
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if (softpipe->dirty & (SP_NEW_RASTERIZER |
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SP_NEW_FS))
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update_fragment_shader(softpipe, prim);
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#if DO_PSTIPPLE_IN_HELPER_MODULE
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if (softpipe->dirty & (SP_NEW_RASTERIZER |
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SP_NEW_STIPPLE |
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SP_NEW_FS))
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update_polygon_stipple_enable(softpipe, prim);
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#endif
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/* TODO: this looks suboptimal */
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if (softpipe->dirty & (SP_NEW_SAMPLER |
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SP_NEW_TEXTURE |
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SP_NEW_FS |
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SP_NEW_VS))
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update_tgsi_samplers( softpipe );
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if (softpipe->dirty & (SP_NEW_RASTERIZER |
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SP_NEW_FS |
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SP_NEW_VS))
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invalidate_vertex_layout( softpipe );
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if (softpipe->dirty & (SP_NEW_SCISSOR |
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SP_NEW_RASTERIZER |
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SP_NEW_FRAMEBUFFER))
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compute_cliprect(softpipe);
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if (softpipe->dirty & (SP_NEW_BLEND |
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SP_NEW_DEPTH_STENCIL_ALPHA |
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SP_NEW_FRAMEBUFFER |
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SP_NEW_FS))
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sp_build_quad_pipeline(softpipe);
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softpipe->dirty = 0;
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}
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