1/************************************************************************** 2 * 3 * Copyright 2003 VMware, Inc. 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 VMWARE 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 "pipe/p_shader_tokens.h" 32#include "draw/draw_context.h" 33#include "draw/draw_vertex.h" 34#include "sp_context.h" 35#include "sp_screen.h" 36#include "sp_state.h" 37#include "sp_texture.h" 38#include "sp_tex_sample.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->setup_info.valid = 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. 60 */ 61static void 62softpipe_compute_vertex_info(struct softpipe_context *softpipe) 63{ 64 struct sp_setup_info *sinfo = &softpipe->setup_info; 65 66 if (sinfo->valid == 0) { 67 const struct tgsi_shader_info *fsInfo = &softpipe->fs_variant->info; 68 struct vertex_info *vinfo = &softpipe->vertex_info; 69 uint i; 70 int vs_index; 71 /* 72 * This doesn't quite work right (wrt face injection, prim id, 73 * wide points) - hit a couple assertions, misrenderings plus 74 * memory corruption. Albeit could fix (the former two) by calling 75 * this "more often" (rasterizer changes etc.). (The latter would 76 * need to be included in draw_prepare_shader_outputs, but it looks 77 * like that would potentially allocate quite some unused additional 78 * vertex outputs.) 79 * draw_prepare_shader_outputs(softpipe->draw); 80 */ 81 82 /* 83 * Those can't actually be 0 (because pos is always at 0). 84 * But use ints anyway to avoid confusion (in vs outputs, they 85 * can very well be at pos 0). 86 */ 87 softpipe->viewport_index_slot = -1; 88 softpipe->layer_slot = -1; 89 softpipe->psize_slot = -1; 90 91 vinfo->num_attribs = 0; 92 93 /* 94 * Put position always first (setup needs it there). 95 */ 96 vs_index = draw_find_shader_output(softpipe->draw, 97 TGSI_SEMANTIC_POSITION, 0); 98 99 draw_emit_vertex_attr(vinfo, EMIT_4F, vs_index); 100 101 /* 102 * Match FS inputs against VS outputs, emitting the necessary 103 * attributes. 104 */ 105 for (i = 0; i < fsInfo->num_inputs; i++) { 106 enum sp_interp_mode interp = SP_INTERP_LINEAR; 107 108 switch (fsInfo->input_interpolate[i]) { 109 case TGSI_INTERPOLATE_CONSTANT: 110 interp = SP_INTERP_CONSTANT; 111 break; 112 case TGSI_INTERPOLATE_LINEAR: 113 interp = SP_INTERP_LINEAR; 114 break; 115 case TGSI_INTERPOLATE_PERSPECTIVE: 116 interp = SP_INTERP_PERSPECTIVE; 117 break; 118 case TGSI_INTERPOLATE_COLOR: 119 assert(fsInfo->input_semantic_name[i] == TGSI_SEMANTIC_COLOR); 120 break; 121 default: 122 assert(0); 123 } 124 125 switch (fsInfo->input_semantic_name[i]) { 126 case TGSI_SEMANTIC_POSITION: 127 interp = SP_INTERP_POS; 128 break; 129 130 case TGSI_SEMANTIC_COLOR: 131 if (fsInfo->input_interpolate[i] == TGSI_INTERPOLATE_COLOR) { 132 if (softpipe->rasterizer->flatshade) 133 interp = SP_INTERP_CONSTANT; 134 else 135 interp = SP_INTERP_PERSPECTIVE; 136 } 137 break; 138 } 139 140 /* 141 * Search for each input in current vs output: 142 */ 143 vs_index = draw_find_shader_output(softpipe->draw, 144 fsInfo->input_semantic_name[i], 145 fsInfo->input_semantic_index[i]); 146 147 if (fsInfo->input_semantic_name[i] == TGSI_SEMANTIC_COLOR && 148 vs_index == -1) { 149 /* 150 * try and find a bcolor. 151 * Note that if there's both front and back color, draw will 152 * have copied back to front color already. 153 */ 154 vs_index = draw_find_shader_output(softpipe->draw, 155 TGSI_SEMANTIC_BCOLOR, 156 fsInfo->input_semantic_index[i]); 157 } 158 159 sinfo->attrib[i].interp = interp; 160 /* extremely pointless index map */ 161 sinfo->attrib[i].src_index = i + 1; 162 /* 163 * For vp index and layer, if the fs requires them but the vs doesn't 164 * provide them, draw (vbuf) will give us the required 0 (slot -1). 165 * (This means in this case we'll also use those slots in setup, which 166 * isn't necessary but they'll contain the correct (0) value.) 167 */ 168 if (fsInfo->input_semantic_name[i] == 169 TGSI_SEMANTIC_VIEWPORT_INDEX) { 170 softpipe->viewport_index_slot = (int)vinfo->num_attribs; 171 draw_emit_vertex_attr(vinfo, EMIT_4F, vs_index); 172 } else if (fsInfo->input_semantic_name[i] == TGSI_SEMANTIC_LAYER) { 173 softpipe->layer_slot = (int)vinfo->num_attribs; 174 draw_emit_vertex_attr(vinfo, EMIT_4F, vs_index); 175 /* 176 * Note that we'd actually want to skip position (as we won't use 177 * the attribute in the fs) but can't. The reason is that we don't 178 * actually have an input/output map for setup (even though it looks 179 * like we do...). Could adjust for this though even without a map. 180 */ 181 } else { 182 /* 183 * Note that we'd actually want to skip position (as we won't use 184 * the attribute in the fs) but can't. The reason is that we don't 185 * actually have an input/output map for setup (even though it looks 186 * like we do...). Could adjust for this though even without a map. 187 */ 188 draw_emit_vertex_attr(vinfo, EMIT_4F, vs_index); 189 } 190 } 191 192 /* Figure out if we need pointsize as well. 193 */ 194 vs_index = draw_find_shader_output(softpipe->draw, 195 TGSI_SEMANTIC_PSIZE, 0); 196 197 if (vs_index >= 0) { 198 softpipe->psize_slot = (int)vinfo->num_attribs; 199 draw_emit_vertex_attr(vinfo, EMIT_4F, vs_index); 200 } 201 202 /* Figure out if we need viewport index (if it wasn't already in fs input) */ 203 if (softpipe->viewport_index_slot < 0) { 204 vs_index = draw_find_shader_output(softpipe->draw, 205 TGSI_SEMANTIC_VIEWPORT_INDEX, 206 0); 207 if (vs_index >= 0) { 208 softpipe->viewport_index_slot =(int)vinfo->num_attribs; 209 draw_emit_vertex_attr(vinfo, EMIT_4F, vs_index); 210 } 211 } 212 213 /* Figure out if we need layer (if it wasn't already in fs input) */ 214 if (softpipe->layer_slot < 0) { 215 vs_index = draw_find_shader_output(softpipe->draw, 216 TGSI_SEMANTIC_LAYER, 217 0); 218 if (vs_index >= 0) { 219 softpipe->layer_slot = (int)vinfo->num_attribs; 220 draw_emit_vertex_attr(vinfo, EMIT_4F, vs_index); 221 } 222 } 223 224 draw_compute_vertex_size(vinfo); 225 softpipe->setup_info.valid = 1; 226 } 227 return; 228} 229 230 231/** 232 * Called from vbuf module. 233 * 234 * This will trigger validation of the vertex layout (and also compute 235 * the required information for setup). 236 */ 237struct vertex_info * 238softpipe_get_vbuf_vertex_info(struct softpipe_context *softpipe) 239{ 240 softpipe_compute_vertex_info(softpipe); 241 return &softpipe->vertex_info; 242} 243 244 245/** 246 * Recompute cliprect from scissor bounds, scissor enable and surface size. 247 */ 248static void 249compute_cliprect(struct softpipe_context *sp) 250{ 251 unsigned i; 252 /* SP_NEW_FRAMEBUFFER 253 */ 254 uint surfWidth = sp->framebuffer.width; 255 uint surfHeight = sp->framebuffer.height; 256 257 for (i = 0; i < PIPE_MAX_VIEWPORTS; i++) { 258 /* SP_NEW_RASTERIZER 259 */ 260 if (sp->rasterizer->scissor) { 261 262 /* SP_NEW_SCISSOR 263 * 264 * clip to scissor rect: 265 */ 266 sp->cliprect[i].minx = MAX2(sp->scissors[i].minx, 0); 267 sp->cliprect[i].miny = MAX2(sp->scissors[i].miny, 0); 268 sp->cliprect[i].maxx = MIN2(sp->scissors[i].maxx, surfWidth); 269 sp->cliprect[i].maxy = MIN2(sp->scissors[i].maxy, surfHeight); 270 } 271 else { 272 /* clip to surface bounds */ 273 sp->cliprect[i].minx = 0; 274 sp->cliprect[i].miny = 0; 275 sp->cliprect[i].maxx = surfWidth; 276 sp->cliprect[i].maxy = surfHeight; 277 } 278 } 279} 280 281 282static void 283set_shader_sampler(struct softpipe_context *softpipe, 284 enum pipe_shader_type shader, 285 int max_sampler) 286{ 287 int i; 288 for (i = 0; i <= max_sampler; i++) { 289 softpipe->tgsi.sampler[shader]->sp_sampler[i] = 290 (struct sp_sampler *)(softpipe->samplers[shader][i]); 291 } 292} 293 294void 295softpipe_update_compute_samplers(struct softpipe_context *softpipe) 296{ 297 set_shader_sampler(softpipe, PIPE_SHADER_COMPUTE, softpipe->cs->max_sampler); 298} 299 300static void 301update_tgsi_samplers( struct softpipe_context *softpipe ) 302{ 303 unsigned i, sh; 304 305 set_shader_sampler(softpipe, PIPE_SHADER_VERTEX, 306 softpipe->vs->max_sampler); 307 set_shader_sampler(softpipe, PIPE_SHADER_FRAGMENT, 308 softpipe->fs_variant->info.file_max[TGSI_FILE_SAMPLER]); 309 if (softpipe->gs) { 310 set_shader_sampler(softpipe, PIPE_SHADER_GEOMETRY, 311 softpipe->gs->max_sampler); 312 } 313 314 /* XXX is this really necessary here??? */ 315 for (sh = 0; sh < ARRAY_SIZE(softpipe->tex_cache); sh++) { 316 for (i = 0; i < PIPE_MAX_SAMPLERS; i++) { 317 struct softpipe_tex_tile_cache *tc = softpipe->tex_cache[sh][i]; 318 if (tc && tc->texture) { 319 struct softpipe_resource *spt = softpipe_resource(tc->texture); 320 if (spt->timestamp != tc->timestamp) { 321 sp_tex_tile_cache_validate_texture( tc ); 322 /* 323 _debug_printf("INV %d %d\n", tc->timestamp, spt->timestamp); 324 */ 325 tc->timestamp = spt->timestamp; 326 } 327 } 328 } 329 } 330} 331 332 333static void 334update_fragment_shader(struct softpipe_context *softpipe, unsigned prim) 335{ 336 struct sp_fragment_shader_variant_key key; 337 338 memset(&key, 0, sizeof(key)); 339 340 if (softpipe->fs) { 341 softpipe->fs_variant = softpipe_find_fs_variant(softpipe, 342 softpipe->fs, &key); 343 344 /* prepare the TGSI interpreter for FS execution */ 345 softpipe->fs_variant->prepare(softpipe->fs_variant, 346 softpipe->fs_machine, 347 (struct tgsi_sampler *) softpipe-> 348 tgsi.sampler[PIPE_SHADER_FRAGMENT], 349 (struct tgsi_image *)softpipe->tgsi.image[PIPE_SHADER_FRAGMENT], 350 (struct tgsi_buffer *)softpipe->tgsi.buffer[PIPE_SHADER_FRAGMENT]); 351 } 352 else { 353 softpipe->fs_variant = NULL; 354 } 355 356 /* This would be the logical place to pass the fragment shader 357 * to the draw module. However, doing this here, during state 358 * validation, causes problems with the 'draw' module helpers for 359 * wide/AA/stippled lines. 360 * In principle, the draw's fragment shader should be per-variant 361 * but that doesn't work. So we use a single draw fragment shader 362 * per fragment shader, not per variant. 363 */ 364#if 0 365 if (softpipe->fs_variant) { 366 draw_bind_fragment_shader(softpipe->draw, 367 softpipe->fs_variant->draw_shader); 368 } 369 else { 370 draw_bind_fragment_shader(softpipe->draw, NULL); 371 } 372#endif 373} 374 375 376/* Hopefully this will remain quite simple, otherwise need to pull in 377 * something like the gallium frontend mechanism. 378 */ 379void 380softpipe_update_derived(struct softpipe_context *softpipe, unsigned prim) 381{ 382 struct softpipe_screen *sp_screen = softpipe_screen(softpipe->pipe.screen); 383 384 /* Check for updated textures. 385 */ 386 if (softpipe->tex_timestamp != sp_screen->timestamp) { 387 softpipe->tex_timestamp = sp_screen->timestamp; 388 softpipe->dirty |= SP_NEW_TEXTURE; 389 } 390 391 if (softpipe->dirty & (SP_NEW_RASTERIZER | 392 SP_NEW_FS)) 393 update_fragment_shader(softpipe, prim); 394 395 /* TODO: this looks suboptimal */ 396 if (softpipe->dirty & (SP_NEW_SAMPLER | 397 SP_NEW_TEXTURE | 398 SP_NEW_FS | 399 SP_NEW_VS)) 400 update_tgsi_samplers( softpipe ); 401 402 if (softpipe->dirty & (SP_NEW_RASTERIZER | 403 SP_NEW_FS | 404 SP_NEW_VS)) 405 invalidate_vertex_layout( softpipe ); 406 407 if (softpipe->dirty & (SP_NEW_SCISSOR | 408 SP_NEW_RASTERIZER | 409 SP_NEW_FRAMEBUFFER)) 410 compute_cliprect(softpipe); 411 412 if (softpipe->dirty & (SP_NEW_BLEND | 413 SP_NEW_DEPTH_STENCIL_ALPHA | 414 SP_NEW_FRAMEBUFFER | 415 SP_NEW_FS)) 416 sp_build_quad_pipeline(softpipe); 417 418 softpipe->dirty = 0; 419} 420