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 "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_sample.h"
40#include "sp_tex_tile_cache.h"
41
42
43/**
44 * Mark the current vertex layout as "invalid".
45 * We'll validate the vertex layout later, when we start to actually
46 * render a point or line or tri.
47 */
48static void
49invalidate_vertex_layout(struct softpipe_context *softpipe)
50{
51   softpipe->setup_info.valid =  0;
52}
53
54
55/**
56 * The vertex info describes how to convert the post-transformed vertices
57 * (simple float[][4]) used by the 'draw' module into vertices for
58 * rasterization.
59 *
60 * This function validates the vertex layout.
61 */
62static void
63softpipe_compute_vertex_info(struct softpipe_context *softpipe)
64{
65   struct sp_setup_info *sinfo = &softpipe->setup_info;
66
67   if (sinfo->valid == 0) {
68      const struct tgsi_shader_info *fsInfo = &softpipe->fs_variant->info;
69      struct vertex_info *vinfo = &softpipe->vertex_info;
70      uint i;
71      int vs_index;
72      /*
73       * This doesn't quite work right (wrt face injection, prim id,
74       * wide points) - hit a couple assertions, misrenderings plus
75       * memory corruption. Albeit could fix (the former two) by calling
76       * this "more often" (rasterizer changes etc.). (The latter would
77       * need to be included in draw_prepare_shader_outputs, but it looks
78       * like that would potentially allocate quite some unused additional
79       * vertex outputs.)
80       * draw_prepare_shader_outputs(softpipe->draw);
81       */
82
83      /*
84       * Those can't actually be 0 (because pos is always at 0).
85       * But use ints anyway to avoid confusion (in vs outputs, they
86       * can very well be at pos 0).
87       */
88      softpipe->viewport_index_slot = -1;
89      softpipe->layer_slot = -1;
90      softpipe->psize_slot = -1;
91
92      vinfo->num_attribs = 0;
93
94      /*
95       * Put position always first (setup needs it there).
96       */
97      vs_index = draw_find_shader_output(softpipe->draw,
98                                         TGSI_SEMANTIC_POSITION, 0);
99
100      draw_emit_vertex_attr(vinfo, EMIT_4F, vs_index);
101
102      /*
103       * Match FS inputs against VS outputs, emitting the necessary
104       * attributes.
105       */
106      for (i = 0; i < fsInfo->num_inputs; i++) {
107         enum sp_interp_mode interp = SP_INTERP_LINEAR;
108
109         switch (fsInfo->input_interpolate[i]) {
110         case TGSI_INTERPOLATE_CONSTANT:
111            interp = SP_INTERP_CONSTANT;
112            break;
113         case TGSI_INTERPOLATE_LINEAR:
114            interp = SP_INTERP_LINEAR;
115            break;
116         case TGSI_INTERPOLATE_PERSPECTIVE:
117            interp = SP_INTERP_PERSPECTIVE;
118            break;
119         case TGSI_INTERPOLATE_COLOR:
120            assert(fsInfo->input_semantic_name[i] == TGSI_SEMANTIC_COLOR);
121            break;
122         default:
123            assert(0);
124         }
125
126         switch (fsInfo->input_semantic_name[i]) {
127         case TGSI_SEMANTIC_POSITION:
128            interp = SP_INTERP_POS;
129            break;
130
131         case TGSI_SEMANTIC_COLOR:
132            if (fsInfo->input_interpolate[i] == TGSI_INTERPOLATE_COLOR) {
133               if (softpipe->rasterizer->flatshade)
134                  interp = SP_INTERP_CONSTANT;
135               else
136                  interp = SP_INTERP_PERSPECTIVE;
137            }
138            break;
139         }
140
141         /*
142          * Search for each input in current vs output:
143          */
144         vs_index = draw_find_shader_output(softpipe->draw,
145                                            fsInfo->input_semantic_name[i],
146                                            fsInfo->input_semantic_index[i]);
147
148         if (fsInfo->input_semantic_name[i] == TGSI_SEMANTIC_COLOR &&
149             vs_index == -1) {
150            /*
151             * try and find a bcolor.
152             * Note that if there's both front and back color, draw will
153             * have copied back to front color already.
154             */
155            vs_index = draw_find_shader_output(softpipe->draw,
156                                               TGSI_SEMANTIC_BCOLOR,
157                                               fsInfo->input_semantic_index[i]);
158         }
159
160         sinfo->attrib[i].interp = interp;
161         /* extremely pointless index map */
162         sinfo->attrib[i].src_index = i + 1;
163         /*
164          * For vp index and layer, if the fs requires them but the vs doesn't
165          * provide them, draw (vbuf) will give us the required 0 (slot -1).
166          * (This means in this case we'll also use those slots in setup, which
167          * isn't necessary but they'll contain the correct (0) value.)
168          */
169         if (fsInfo->input_semantic_name[i] ==
170                    TGSI_SEMANTIC_VIEWPORT_INDEX) {
171            softpipe->viewport_index_slot = (int)vinfo->num_attribs;
172            draw_emit_vertex_attr(vinfo, EMIT_4F, vs_index);
173         } else if (fsInfo->input_semantic_name[i] == TGSI_SEMANTIC_LAYER) {
174            softpipe->layer_slot = (int)vinfo->num_attribs;
175            draw_emit_vertex_attr(vinfo, EMIT_4F, vs_index);
176            /*
177             * Note that we'd actually want to skip position (as we won't use
178             * the attribute in the fs) but can't. The reason is that we don't
179             * actually have an input/output map for setup (even though it looks
180             * like we do...). Could adjust for this though even without a map.
181             */
182         } else {
183            /*
184             * Note that we'd actually want to skip position (as we won't use
185             * the attribute in the fs) but can't. The reason is that we don't
186             * actually have an input/output map for setup (even though it looks
187             * like we do...). Could adjust for this though even without a map.
188             */
189            draw_emit_vertex_attr(vinfo, EMIT_4F, vs_index);
190         }
191      }
192
193      /* Figure out if we need pointsize as well.
194       */
195      vs_index = draw_find_shader_output(softpipe->draw,
196                                         TGSI_SEMANTIC_PSIZE, 0);
197
198      if (vs_index >= 0) {
199         softpipe->psize_slot = (int)vinfo->num_attribs;
200         draw_emit_vertex_attr(vinfo, EMIT_4F, vs_index);
201      }
202
203      /* Figure out if we need viewport index (if it wasn't already in fs input) */
204      if (softpipe->viewport_index_slot < 0) {
205         vs_index = draw_find_shader_output(softpipe->draw,
206                                            TGSI_SEMANTIC_VIEWPORT_INDEX,
207                                            0);
208         if (vs_index >= 0) {
209            softpipe->viewport_index_slot =(int)vinfo->num_attribs;
210            draw_emit_vertex_attr(vinfo, EMIT_4F, vs_index);
211         }
212      }
213
214      /* Figure out if we need layer (if it wasn't already in fs input) */
215      if (softpipe->layer_slot < 0) {
216         vs_index = draw_find_shader_output(softpipe->draw,
217                                            TGSI_SEMANTIC_LAYER,
218                                            0);
219         if (vs_index >= 0) {
220            softpipe->layer_slot = (int)vinfo->num_attribs;
221            draw_emit_vertex_attr(vinfo, EMIT_4F, vs_index);
222         }
223      }
224
225      draw_compute_vertex_size(vinfo);
226      softpipe->setup_info.valid = 1;
227   }
228   return;
229}
230
231
232/**
233 * Called from vbuf module.
234 *
235 * This will trigger validation of the vertex layout (and also compute
236 * the required information for setup).
237 */
238struct vertex_info *
239softpipe_get_vbuf_vertex_info(struct softpipe_context *softpipe)
240{
241   softpipe_compute_vertex_info(softpipe);
242   return &softpipe->vertex_info;
243}
244
245
246/**
247 * Recompute cliprect from scissor bounds, scissor enable and surface size.
248 */
249static void
250compute_cliprect(struct softpipe_context *sp)
251{
252   unsigned i;
253   /* SP_NEW_FRAMEBUFFER
254    */
255   uint surfWidth = sp->framebuffer.width;
256   uint surfHeight = sp->framebuffer.height;
257
258   for (i = 0; i < PIPE_MAX_VIEWPORTS; i++) {
259      /* SP_NEW_RASTERIZER
260       */
261      if (sp->rasterizer->scissor) {
262
263         /* SP_NEW_SCISSOR
264          *
265          * clip to scissor rect:
266          */
267         sp->cliprect[i].minx = MAX2(sp->scissors[i].minx, 0);
268         sp->cliprect[i].miny = MAX2(sp->scissors[i].miny, 0);
269         sp->cliprect[i].maxx = MIN2(sp->scissors[i].maxx, surfWidth);
270         sp->cliprect[i].maxy = MIN2(sp->scissors[i].maxy, surfHeight);
271      }
272      else {
273         /* clip to surface bounds */
274         sp->cliprect[i].minx = 0;
275         sp->cliprect[i].miny = 0;
276         sp->cliprect[i].maxx = surfWidth;
277         sp->cliprect[i].maxy = surfHeight;
278      }
279   }
280}
281
282
283static void
284set_shader_sampler(struct softpipe_context *softpipe,
285                   enum pipe_shader_type shader,
286                   int max_sampler)
287{
288   int i;
289   for (i = 0; i <= max_sampler; i++) {
290      softpipe->tgsi.sampler[shader]->sp_sampler[i] =
291         (struct sp_sampler *)(softpipe->samplers[shader][i]);
292   }
293}
294
295void
296softpipe_update_compute_samplers(struct softpipe_context *softpipe)
297{
298   set_shader_sampler(softpipe, PIPE_SHADER_COMPUTE, softpipe->cs->max_sampler);
299}
300
301static void
302update_tgsi_samplers( struct softpipe_context *softpipe )
303{
304   unsigned i, sh;
305
306   set_shader_sampler(softpipe, PIPE_SHADER_VERTEX,
307                      softpipe->vs->max_sampler);
308   set_shader_sampler(softpipe, PIPE_SHADER_FRAGMENT,
309                      softpipe->fs_variant->info.file_max[TGSI_FILE_SAMPLER]);
310   if (softpipe->gs) {
311      set_shader_sampler(softpipe, PIPE_SHADER_GEOMETRY,
312                         softpipe->gs->max_sampler);
313   }
314
315   /* XXX is this really necessary here??? */
316   for (sh = 0; sh < ARRAY_SIZE(softpipe->tex_cache); sh++) {
317      for (i = 0; i < PIPE_MAX_SAMPLERS; i++) {
318         struct softpipe_tex_tile_cache *tc = softpipe->tex_cache[sh][i];
319         if (tc && tc->texture) {
320            struct softpipe_resource *spt = softpipe_resource(tc->texture);
321            if (spt->timestamp != tc->timestamp) {
322               sp_tex_tile_cache_validate_texture( tc );
323               /*
324                 _debug_printf("INV %d %d\n", tc->timestamp, spt->timestamp);
325               */
326               tc->timestamp = spt->timestamp;
327            }
328         }
329      }
330   }
331}
332
333
334static void
335update_fragment_shader(struct softpipe_context *softpipe, unsigned prim)
336{
337   struct sp_fragment_shader_variant_key key;
338
339   memset(&key, 0, sizeof(key));
340
341   if (prim == PIPE_PRIM_TRIANGLES)
342      key.polygon_stipple = softpipe->rasterizer->poly_stipple_enable;
343
344   if (softpipe->fs) {
345      softpipe->fs_variant = softpipe_find_fs_variant(softpipe,
346                                                      softpipe->fs, &key);
347
348      /* prepare the TGSI interpreter for FS execution */
349      softpipe->fs_variant->prepare(softpipe->fs_variant,
350                                    softpipe->fs_machine,
351                                    (struct tgsi_sampler *) softpipe->
352                                    tgsi.sampler[PIPE_SHADER_FRAGMENT],
353                                    (struct tgsi_image *)softpipe->tgsi.image[PIPE_SHADER_FRAGMENT],
354                                    (struct tgsi_buffer *)softpipe->tgsi.buffer[PIPE_SHADER_FRAGMENT]);
355   }
356   else {
357      softpipe->fs_variant = NULL;
358   }
359
360   /* This would be the logical place to pass the fragment shader
361    * to the draw module.  However, doing this here, during state
362    * validation, causes problems with the 'draw' module helpers for
363    * wide/AA/stippled lines.
364    * In principle, the draw's fragment shader should be per-variant
365    * but that doesn't work.  So we use a single draw fragment shader
366    * per fragment shader, not per variant.
367    */
368#if 0
369   if (softpipe->fs_variant) {
370      draw_bind_fragment_shader(softpipe->draw,
371                                softpipe->fs_variant->draw_shader);
372   }
373   else {
374      draw_bind_fragment_shader(softpipe->draw, NULL);
375   }
376#endif
377}
378
379
380/**
381 * This should be called when the polygon stipple pattern changes.
382 * We create a new texture from the stipple pattern and create a new
383 * sampler view.
384 */
385static void
386update_polygon_stipple_pattern(struct softpipe_context *softpipe)
387{
388   struct pipe_resource *tex;
389   struct pipe_sampler_view *view;
390
391   tex = util_pstipple_create_stipple_texture(&softpipe->pipe,
392                                              softpipe->poly_stipple.stipple);
393   pipe_resource_reference(&softpipe->pstipple.texture, tex);
394   pipe_resource_reference(&tex, NULL);
395
396   view = util_pstipple_create_sampler_view(&softpipe->pipe,
397                                            softpipe->pstipple.texture);
398   pipe_sampler_view_reference(&softpipe->pstipple.sampler_view, view);
399   pipe_sampler_view_reference(&view, NULL);
400}
401
402
403/**
404 * Should be called when polygon stipple is enabled/disabled or when
405 * the fragment shader changes.
406 * We add/update the fragment sampler and sampler views to sample from
407 * the polygon stipple texture.  The texture unit that we use depends on
408 * the fragment shader (we need to use a unit not otherwise used by the
409 * shader).
410 */
411static void
412update_polygon_stipple_enable(struct softpipe_context *softpipe, unsigned prim)
413{
414   if (prim == PIPE_PRIM_TRIANGLES &&
415       softpipe->fs_variant->key.polygon_stipple) {
416      const unsigned unit = softpipe->fs_variant->stipple_sampler_unit;
417
418      /* sampler state */
419      softpipe->samplers[PIPE_SHADER_FRAGMENT][unit] = softpipe->pstipple.sampler;
420
421      /* sampler view state */
422      softpipe_set_sampler_views(&softpipe->pipe, PIPE_SHADER_FRAGMENT,
423                                 unit, 1, &softpipe->pstipple.sampler_view);
424
425      softpipe->dirty |= SP_NEW_SAMPLER;
426   }
427}
428
429
430/* Hopefully this will remain quite simple, otherwise need to pull in
431 * something like the state tracker mechanism.
432 */
433void
434softpipe_update_derived(struct softpipe_context *softpipe, unsigned prim)
435{
436   struct softpipe_screen *sp_screen = softpipe_screen(softpipe->pipe.screen);
437
438   /* Check for updated textures.
439    */
440   if (softpipe->tex_timestamp != sp_screen->timestamp) {
441      softpipe->tex_timestamp = sp_screen->timestamp;
442      softpipe->dirty |= SP_NEW_TEXTURE;
443   }
444
445#if DO_PSTIPPLE_IN_HELPER_MODULE
446   if (softpipe->dirty & SP_NEW_STIPPLE)
447      /* before updating samplers! */
448      update_polygon_stipple_pattern(softpipe);
449#endif
450
451   if (softpipe->dirty & (SP_NEW_RASTERIZER |
452                          SP_NEW_FS))
453      update_fragment_shader(softpipe, prim);
454
455#if DO_PSTIPPLE_IN_HELPER_MODULE
456   if (softpipe->dirty & (SP_NEW_RASTERIZER |
457                          SP_NEW_STIPPLE |
458                          SP_NEW_FS))
459      update_polygon_stipple_enable(softpipe, prim);
460#endif
461
462   /* TODO: this looks suboptimal */
463   if (softpipe->dirty & (SP_NEW_SAMPLER |
464                          SP_NEW_TEXTURE |
465                          SP_NEW_FS |
466                          SP_NEW_VS))
467      update_tgsi_samplers( softpipe );
468
469   if (softpipe->dirty & (SP_NEW_RASTERIZER |
470                          SP_NEW_FS |
471                          SP_NEW_VS))
472      invalidate_vertex_layout( softpipe );
473
474   if (softpipe->dirty & (SP_NEW_SCISSOR |
475                          SP_NEW_RASTERIZER |
476                          SP_NEW_FRAMEBUFFER))
477      compute_cliprect(softpipe);
478
479   if (softpipe->dirty & (SP_NEW_BLEND |
480                          SP_NEW_DEPTH_STENCIL_ALPHA |
481                          SP_NEW_FRAMEBUFFER |
482                          SP_NEW_STIPPLE |
483                          SP_NEW_FS))
484      sp_build_quad_pipeline(softpipe);
485
486   softpipe->dirty = 0;
487}
488