/************************************************************************** * * Copyright 2003 Tungsten Graphics, Inc., Cedar Park, Texas. * All Rights Reserved. * * Permission is hereby granted, free of charge, to any person obtaining a * copy of this software and associated documentation files (the * "Software"), to deal in the Software without restriction, including * without limitation the rights to use, copy, modify, merge, publish, * distribute, sub license, and/or sell copies of the Software, and to * permit persons to whom the Software is furnished to do so, subject to * the following conditions: * * The above copyright notice and this permission notice (including the * next paragraph) shall be included in all copies or substantial portions * of the Software. * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF * MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT. * IN NO EVENT SHALL TUNGSTEN GRAPHICS AND/OR ITS SUPPLIERS BE LIABLE FOR * ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, * TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE * SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. * **************************************************************************/ #include "pipe/p_util.h" #include "pipe/draw/draw_context.h" #include "pipe/draw/draw_vertex.h" #include "i915_context.h" #include "i915_state.h" #include "i915_reg.h" #include "i915_fpc.h" /** * Determine which post-transform / pre-rasterization vertex attributes * we need. * Derived from: fs, setup states. */ static void calculate_vertex_layout( struct i915_context *i915 ) { const uint inputsRead = i915->fs->inputs_read; const interp_mode colorInterp = i915->rasterizer->flatshade ? INTERP_CONSTANT : INTERP_LINEAR; struct vertex_info *vinfo = &i915->current.vertex_info; uint front0 = 0, back0 = 0, front1 = 0, back1 = 0; boolean needW = 0; memset(vinfo, 0, sizeof(*vinfo)); /* pos */ draw_emit_vertex_attr(vinfo, TGSI_ATTRIB_POS, FORMAT_3F, INTERP_LINEAR); /* Note: we'll set the S4_VFMT_XYZ[W] bits below */ /* color0 */ if (inputsRead & (1 << TGSI_ATTRIB_COLOR0)) { front0 = draw_emit_vertex_attr(vinfo, TGSI_ATTRIB_COLOR0, FORMAT_4UB, colorInterp); vinfo->hwfmt[0] |= S4_VFMT_COLOR; } /* color 1 */ if (inputsRead & (1 << TGSI_ATTRIB_COLOR1)) { assert(0); /* untested */ front1 = draw_emit_vertex_attr(vinfo, TGSI_ATTRIB_COLOR1, FORMAT_4UB, colorInterp); vinfo->hwfmt[0] |= S4_VFMT_SPEC_FOG; } /* XXX fog? */ /* texcoords */ { uint i; for (i = TGSI_ATTRIB_TEX0; i <= TGSI_ATTRIB_TEX7; i++) { uint hwtc; if (inputsRead & (1 << i)) { draw_emit_vertex_attr(vinfo, i, FORMAT_4F, INTERP_PERSPECTIVE); hwtc = TEXCOORDFMT_4D; needW = TRUE; } else { hwtc = TEXCOORDFMT_NOT_PRESENT; } vinfo->hwfmt[1] |= hwtc << ((i - TGSI_ATTRIB_TEX0) * 4); } } /* go back and fill in the vertex position info now that we have needW */ if (needW) { vinfo->hwfmt[0] |= S4_VFMT_XYZW; vinfo->format[0] = FORMAT_4F; } else { vinfo->hwfmt[0] |= S4_VFMT_XYZ; vinfo->format[0] = FORMAT_3F; } /* Additional attributes required for setup: Just twosided * lighting. Edgeflag is dealt with specially by setting bits in * the vertex header. */ if (i915->rasterizer->light_twoside) { if (inputsRead & (1 << TGSI_ATTRIB_COLOR0)) { back0 = draw_emit_vertex_attr(vinfo, TGSI_ATTRIB_BFC0, FORMAT_OMIT, colorInterp); } if (inputsRead & (1 << TGSI_ATTRIB_COLOR1)) { back1 = draw_emit_vertex_attr(vinfo, TGSI_ATTRIB_BFC1, FORMAT_OMIT, colorInterp); } } draw_compute_vertex_size(vinfo); /* If the attributes have changed, tell the draw module about the new * vertex layout. We'll also update the hardware vertex format info. */ draw_set_vertex_attributes( i915->draw, vinfo->slot_to_attrib, vinfo->interp_mode, vinfo->num_attribs); draw_set_twoside_attributes(i915->draw, front0, back0, front1, back1); /* Need to set this flag so that the LIS2/4 registers get set. * It also means the i915_update_immediate() function must be called * after this one, in i915_update_derived(). */ i915->dirty |= I915_NEW_VERTEX_FORMAT; } /* Hopefully this will remain quite simple, otherwise need to pull in * something like the state tracker mechanism. */ void i915_update_derived( struct i915_context *i915 ) { if (i915->dirty & (I915_NEW_RASTERIZER | I915_NEW_FS)) calculate_vertex_layout( i915 ); if (i915->dirty & (I915_NEW_SAMPLER | I915_NEW_TEXTURE)) i915_update_samplers(i915); if (i915->dirty & I915_NEW_TEXTURE) i915_update_textures(i915); if (i915->dirty) i915_update_immediate( i915 ); if (i915->dirty) i915_update_dynamic( i915 ); if (i915->dirty & I915_NEW_FS) { i915_translate_fragment_program(i915); i915->hardware_dirty |= I915_HW_PROGRAM; /* XXX right? */ } /* HW emit currently references framebuffer state directly: */ if (i915->dirty & I915_NEW_FRAMEBUFFER) i915->hardware_dirty |= I915_HW_STATIC; i915->dirty = 0; }