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/**************************************************************************
*
* Copyright 2007 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/p_shader_tokens.h"
#include "pipe/draw/draw_context.h"
#include "pipe/draw/draw_vertex.h"
#include "cell_context.h"
#include "cell_state.h"
/**
* Determine which post-transform / pre-rasterization vertex attributes
* we need.
* Derived from: fs, setup states.
*/
static void calculate_vertex_layout( struct cell_context *cell )
{
#if 0
const struct pipe_shader_state *vs = cell->vs->state;
const struct pipe_shader_state *fs = &cell->fs->shader;
const enum interp_mode colorInterp
= cell->rasterizer->flatshade ? INTERP_CONSTANT : INTERP_LINEAR;
struct vertex_info *vinfo = &cell->vertex_info;
boolean emitBack0 = FALSE, emitBack1 = FALSE, emitPsize = FALSE;
uint front0 = 0, back0 = 0, front1 = 0, back1 = 0;
uint i;
#endif
const enum interp_mode colorInterp
= cell->rasterizer->flatshade ? INTERP_CONSTANT : INTERP_LINEAR;
struct vertex_info *vinfo = &cell->vertex_info;
uint front0;
memset(vinfo, 0, sizeof(*vinfo));
#if 0
if (fs->input_semantic_name[0] == TGSI_SEMANTIC_POSITION) {
/* Need Z if depth test is enabled or the fragment program uses the
* fragment position (XYZW).
*/
}
cell->psize_slot = -1;
#endif
/* always emit vertex pos */
draw_emit_vertex_attr(vinfo, FORMAT_4F, INTERP_LINEAR);
#if 1
front0 = draw_emit_vertex_attr(vinfo, FORMAT_4F, colorInterp);
#endif
#if 0
/*
* XXX I think we need to reconcile the vertex shader outputs with
* the fragment shader inputs here to make sure the slots line up.
* Might just be getting lucky so far.
* Or maybe do that in the state tracker?
*/
for (i = 0; i < vs->num_outputs; i++) {
switch (vs->output_semantic_name[i]) {
case TGSI_SEMANTIC_POSITION:
/* vertex programs always emit position, but might not be
* needed for fragment progs.
*/
/* no-op */
break;
case TGSI_SEMANTIC_COLOR:
if (vs->output_semantic_index[i] == 0) {
front0 = draw_emit_vertex_attr(vinfo, FORMAT_4F, colorInterp);
}
else {
assert(vs->output_semantic_index[i] == 1);
front1 = draw_emit_vertex_attr(vinfo, FORMAT_4F, colorInterp);
}
break;
case TGSI_SEMANTIC_BCOLOR:
if (vs->output_semantic_index[i] == 0) {
emitBack0 = TRUE;
}
else {
assert(vs->output_semantic_index[i] == 1);
emitBack1 = TRUE;
}
break;
case TGSI_SEMANTIC_FOG:
draw_emit_vertex_attr(vinfo, FORMAT_1F, INTERP_PERSPECTIVE);
break;
case TGSI_SEMANTIC_PSIZE:
/* XXX only emit if drawing points or front/back polygon mode
* is point mode
*/
emitPsize = TRUE;
break;
case TGSI_SEMANTIC_GENERIC:
/* this includes texcoords and varying vars */
draw_emit_vertex_attr(vinfo, FORMAT_4F, INTERP_PERSPECTIVE);
break;
default:
assert(0);
}
}
cell->nr_frag_attrs = fs->num_inputs;
/* We want these after all other attribs since they won't get passed
* to the fragment shader. All prior vertex output attribs should match
* up 1:1 with the fragment shader inputs.
*/
if (emitBack0) {
back0 = draw_emit_vertex_attr(vinfo, FORMAT_4F, colorInterp);
}
if (emitBack1) {
back1 = draw_emit_vertex_attr(vinfo, FORMAT_4F, colorInterp);
}
if (emitPsize) {
cell->psize_slot
= draw_emit_vertex_attr(vinfo, FORMAT_1F, INTERP_CONSTANT);
}
/* If the attributes have changed, tell the draw module about
* the new vertex layout.
*/
/* XXX we also need to do this when the shading mode (interp modes) change: */
#endif
if (1/*vinfo->attr_mask != cell->attr_mask*/) {
/*cell->attr_mask = vinfo->attr_mask;*/
draw_set_vertex_info( cell->draw, vinfo);
#if 0
draw_set_twoside_attributes(cell->draw,
front0, back0, front1, back1);
#endif
}
}
#if 0
/**
* Recompute cliprect from scissor bounds, scissor enable and surface size.
*/
static void
compute_cliprect(struct cell_context *sp)
{
unsigned surfWidth, surfHeight;
if (sp->framebuffer.num_cbufs > 0) {
surfWidth = sp->framebuffer.cbufs[0]->width;
surfHeight = sp->framebuffer.cbufs[0]->height;
}
else {
/* no surface? */
surfWidth = sp->scissor.maxx;
surfHeight = sp->scissor.maxy;
}
if (sp->rasterizer->scissor) {
/* clip to scissor rect */
sp->cliprect.minx = MAX2(sp->scissor.minx, 0);
sp->cliprect.miny = MAX2(sp->scissor.miny, 0);
sp->cliprect.maxx = MIN2(sp->scissor.maxx, surfWidth);
sp->cliprect.maxy = MIN2(sp->scissor.maxy, surfHeight);
}
else {
/* clip to surface bounds */
sp->cliprect.minx = 0;
sp->cliprect.miny = 0;
sp->cliprect.maxx = surfWidth;
sp->cliprect.maxy = surfHeight;
}
}
#endif
void cell_update_derived( struct cell_context *cell )
{
if (cell->dirty & (CELL_NEW_RASTERIZER | CELL_NEW_FS))
calculate_vertex_layout( cell );
#if 0
if (cell->dirty & (CELL_NEW_SCISSOR |
CELL_NEW_DEPTH_STENCIL_ALPHA |
CELL_NEW_FRAMEBUFFER))
compute_cliprect(cell);
#endif
cell->dirty = 0;
}
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