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[android-x86/external-mesa.git] / src / gallium / drivers / llvmpipe / lp_state_derived.c
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
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12  * the following conditions:
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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,
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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  */
48 static void
49 compute_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    const uint num = draw_num_shader_outputs(llvmpipe->draw);
54    uint i;
55
56    /* Tell setup to tell the draw module to simply emit the whole
57     * post-xform vertex as-is.
58     *
59     * Not really sure if this is the best approach.
60     */
61    vinfo->num_attribs = 0;
62    for (i = 0; i < num; i++) {
63       draw_emit_vertex_attr(vinfo, EMIT_4F, INTERP_PERSPECTIVE, i);
64    }
65    draw_compute_vertex_size(vinfo);
66
67
68    lp_setup_set_vertex_info(llvmpipe->setup, vinfo);
69
70 /*
71    llvmpipe->psize_slot = draw_find_vs_output(llvmpipe->draw,
72                                               TGSI_SEMANTIC_PSIZE, 0);
73 */
74
75    /* Now match FS inputs against emitted vertex data.  It's also
76     * entirely possible to just have a fixed layout for FS input,
77     * determined by the fragment shader itself, and adjust the draw
78     * outputs to match that.
79     */
80    {
81       struct lp_shader_input inputs[PIPE_MAX_SHADER_INPUTS];
82
83       for (i = 0; i < lpfs->info.num_inputs; i++) {
84
85          /* This can be precomputed, except for flatshade:
86           */
87          switch (lpfs->info.input_semantic_name[i]) {
88          case TGSI_SEMANTIC_FACE:
89             inputs[i].interp = LP_INTERP_FACING;
90             break;
91          case TGSI_SEMANTIC_POSITION:
92             inputs[i].interp = LP_INTERP_POSITION;
93             break;
94          case TGSI_SEMANTIC_COLOR:
95             /* Colors are linearly interpolated in the fragment shader
96              * even when flatshading is active.  This just tells the
97              * setup module to use coefficients with ddx==0 and
98              * ddy==0.
99              */
100             if (llvmpipe->rasterizer->flatshade)
101                inputs[i].interp = LP_INTERP_CONSTANT;
102             else
103                inputs[i].interp = LP_INTERP_LINEAR;
104             break;
105
106          default:
107             switch (lpfs->info.input_interpolate[i]) {
108             case TGSI_INTERPOLATE_CONSTANT:
109                inputs[i].interp = LP_INTERP_CONSTANT;
110                break;
111             case TGSI_INTERPOLATE_LINEAR:
112                inputs[i].interp = LP_INTERP_LINEAR;
113                break;
114             case TGSI_INTERPOLATE_PERSPECTIVE:
115                inputs[i].interp = LP_INTERP_PERSPECTIVE;
116                break;
117             default:
118                assert(0);
119                break;
120             }
121          }
122
123          /* Search for each input in current vs output:
124           */
125          inputs[i].src_index = 
126             draw_find_shader_output(llvmpipe->draw,
127                                     lpfs->info.input_semantic_name[i],
128                                     lpfs->info.input_semantic_index[i]);
129       }
130
131       lp_setup_set_fs_inputs(llvmpipe->setup, 
132                              inputs,
133                              lpfs->info.num_inputs);
134    }
135 }
136
137
138
139 /**
140  * Recompute cliprect from scissor bounds, scissor enable and surface size.
141  */
142 static void
143 compute_cliprect(struct llvmpipe_context *lp)
144 {
145    /* LP_NEW_FRAMEBUFFER
146     */
147    uint surfWidth = lp->framebuffer.width;
148    uint surfHeight = lp->framebuffer.height;
149
150    /* LP_NEW_RASTERIZER
151     */
152    if (lp->rasterizer->scissor) {
153
154       /* LP_NEW_SCISSOR
155        *
156        * clip to scissor rect:
157        */
158       lp->cliprect.minx = MAX2(lp->scissor.minx, 0);
159       lp->cliprect.miny = MAX2(lp->scissor.miny, 0);
160       lp->cliprect.maxx = MIN2(lp->scissor.maxx, surfWidth);
161       lp->cliprect.maxy = MIN2(lp->scissor.maxy, surfHeight);
162    }
163    else {
164       /* clip to surface bounds */
165       lp->cliprect.minx = 0;
166       lp->cliprect.miny = 0;
167       lp->cliprect.maxx = surfWidth;
168       lp->cliprect.maxy = surfHeight;
169    }
170 }
171
172
173 /* Hopefully this will remain quite simple, otherwise need to pull in
174  * something like the state tracker mechanism.
175  */
176 void llvmpipe_update_derived( struct llvmpipe_context *llvmpipe )
177 {
178    struct llvmpipe_screen *lp_screen = llvmpipe_screen(llvmpipe->pipe.screen);
179
180    /* Check for updated textures.
181     */
182    if (llvmpipe->tex_timestamp != lp_screen->timestamp) {
183       llvmpipe->tex_timestamp = lp_screen->timestamp;
184       llvmpipe->dirty |= LP_NEW_TEXTURE;
185    }
186       
187    if (llvmpipe->dirty & (LP_NEW_RASTERIZER |
188                           LP_NEW_FS |
189                           LP_NEW_VS))
190       compute_vertex_info( llvmpipe );
191
192    if (llvmpipe->dirty & (LP_NEW_SCISSOR |
193                           LP_NEW_RASTERIZER |
194                           LP_NEW_FRAMEBUFFER))
195       compute_cliprect(llvmpipe);
196
197    if (llvmpipe->dirty & (LP_NEW_FS |
198                           LP_NEW_BLEND |
199                           LP_NEW_DEPTH_STENCIL_ALPHA |
200                           LP_NEW_SAMPLER |
201                           LP_NEW_TEXTURE))
202       llvmpipe_update_fs( llvmpipe );
203
204    if (llvmpipe->dirty & LP_NEW_BLEND_COLOR)
205       lp_setup_set_blend_color(llvmpipe->setup,
206                                &llvmpipe->blend_color);
207
208    if (llvmpipe->dirty & LP_NEW_DEPTH_STENCIL_ALPHA)
209       lp_setup_set_alpha_ref_value(llvmpipe->setup, 
210                                    llvmpipe->depth_stencil->alpha.ref_value);
211
212    if (llvmpipe->dirty & LP_NEW_CONSTANTS)
213       lp_setup_set_fs_constants(llvmpipe->setup, 
214                                 llvmpipe->constants[PIPE_SHADER_FRAGMENT].buffer);
215
216    if (llvmpipe->dirty & LP_NEW_TEXTURE)
217       lp_setup_set_sampler_textures(llvmpipe->setup, 
218                                     llvmpipe->num_textures,
219                                     llvmpipe->texture);
220
221    llvmpipe->dirty = 0;
222 }
223