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      1 /**************************************************************************
      2  *
      3  * Copyright 2007 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
      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 TUNGSTEN GRAPHICS 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 /**
     29  * Execute fragment shader using the TGSI interpreter.
     30  */
     31 
     32 #include "sp_context.h"
     33 #include "sp_state.h"
     34 #include "sp_fs.h"
     35 #include "sp_quad.h"
     36 
     37 #include "pipe/p_state.h"
     38 #include "pipe/p_defines.h"
     39 #include "util/u_memory.h"
     40 #include "tgsi/tgsi_exec.h"
     41 #include "tgsi/tgsi_parse.h"
     42 
     43 
     44 /**
     45  * Subclass of sp_fragment_shader_variant
     46  */
     47 struct sp_exec_fragment_shader
     48 {
     49    struct sp_fragment_shader_variant base;
     50    /* No other members for now */
     51 };
     52 
     53 
     54 /** cast wrapper */
     55 static INLINE struct sp_exec_fragment_shader *
     56 sp_exec_fragment_shader(const struct sp_fragment_shader_variant *var)
     57 {
     58    return (struct sp_exec_fragment_shader *) var;
     59 }
     60 
     61 
     62 static void
     63 exec_prepare( const struct sp_fragment_shader_variant *var,
     64 	      struct tgsi_exec_machine *machine,
     65 	      struct tgsi_sampler **samplers )
     66 {
     67    /*
     68     * Bind tokens/shader to the interpreter's machine state.
     69     */
     70    tgsi_exec_machine_bind_shader(machine,
     71                                  var->tokens,
     72                                  PIPE_MAX_SAMPLERS,
     73                                  samplers);
     74 }
     75 
     76 
     77 
     78 /**
     79  * Compute quad X,Y,Z,W for the four fragments in a quad.
     80  *
     81  * This should really be part of the compiled shader.
     82  */
     83 static void
     84 setup_pos_vector(const struct tgsi_interp_coef *coef,
     85                  float x, float y,
     86                  struct tgsi_exec_vector *quadpos)
     87 {
     88    uint chan;
     89    /* do X */
     90    quadpos->xyzw[0].f[0] = x;
     91    quadpos->xyzw[0].f[1] = x + 1;
     92    quadpos->xyzw[0].f[2] = x;
     93    quadpos->xyzw[0].f[3] = x + 1;
     94 
     95    /* do Y */
     96    quadpos->xyzw[1].f[0] = y;
     97    quadpos->xyzw[1].f[1] = y;
     98    quadpos->xyzw[1].f[2] = y + 1;
     99    quadpos->xyzw[1].f[3] = y + 1;
    100 
    101    /* do Z and W for all fragments in the quad */
    102    for (chan = 2; chan < 4; chan++) {
    103       const float dadx = coef->dadx[chan];
    104       const float dady = coef->dady[chan];
    105       const float a0 = coef->a0[chan] + dadx * x + dady * y;
    106       quadpos->xyzw[chan].f[0] = a0;
    107       quadpos->xyzw[chan].f[1] = a0 + dadx;
    108       quadpos->xyzw[chan].f[2] = a0 + dady;
    109       quadpos->xyzw[chan].f[3] = a0 + dadx + dady;
    110    }
    111 }
    112 
    113 
    114 /* TODO: hide the machine struct in here somewhere, remove from this
    115  * interface:
    116  */
    117 static unsigned
    118 exec_run( const struct sp_fragment_shader_variant *var,
    119 	  struct tgsi_exec_machine *machine,
    120 	  struct quad_header *quad )
    121 {
    122    /* Compute X, Y, Z, W vals for this quad */
    123    setup_pos_vector(quad->posCoef,
    124                     (float)quad->input.x0, (float)quad->input.y0,
    125                     &machine->QuadPos);
    126 
    127    /* convert 0 to 1.0 and 1 to -1.0 */
    128    machine->Face = (float) (quad->input.facing * -2 + 1);
    129 
    130    quad->inout.mask &= tgsi_exec_machine_run( machine );
    131    if (quad->inout.mask == 0)
    132       return FALSE;
    133 
    134    /* store outputs */
    135    {
    136       const ubyte *sem_name = var->info.output_semantic_name;
    137       const ubyte *sem_index = var->info.output_semantic_index;
    138       const uint n = var->info.num_outputs;
    139       uint i;
    140       for (i = 0; i < n; i++) {
    141          switch (sem_name[i]) {
    142          case TGSI_SEMANTIC_COLOR:
    143             {
    144                uint cbuf = sem_index[i];
    145 
    146                assert(sizeof(quad->output.color[cbuf]) ==
    147                       sizeof(machine->Outputs[i]));
    148 
    149                /* copy float[4][4] result */
    150                memcpy(quad->output.color[cbuf],
    151                       &machine->Outputs[i],
    152                       sizeof(quad->output.color[0]) );
    153             }
    154             break;
    155          case TGSI_SEMANTIC_POSITION:
    156             {
    157                uint j;
    158 
    159                for (j = 0; j < 4; j++)
    160                   quad->output.depth[j] = machine->Outputs[i].xyzw[2].f[j];
    161             }
    162             break;
    163          case TGSI_SEMANTIC_STENCIL:
    164             {
    165                uint j;
    166 
    167                for (j = 0; j < 4; j++)
    168                   quad->output.stencil[j] = (unsigned)machine->Outputs[i].xyzw[1].f[j];
    169             }
    170             break;
    171          }
    172       }
    173    }
    174 
    175    return TRUE;
    176 }
    177 
    178 
    179 static void
    180 exec_delete(struct sp_fragment_shader_variant *var,
    181             struct tgsi_exec_machine *machine)
    182 {
    183    if (machine->Tokens == var->tokens) {
    184       tgsi_exec_machine_bind_shader(machine, NULL, 0, NULL);
    185    }
    186 
    187    FREE( (void *) var->tokens );
    188    FREE(var);
    189 }
    190 
    191 
    192 struct sp_fragment_shader_variant *
    193 softpipe_create_fs_variant_exec(struct softpipe_context *softpipe,
    194                                 const struct pipe_shader_state *templ)
    195 {
    196    struct sp_exec_fragment_shader *shader;
    197 
    198    shader = CALLOC_STRUCT(sp_exec_fragment_shader);
    199    if (!shader)
    200       return NULL;
    201 
    202    shader->base.prepare = exec_prepare;
    203    shader->base.run = exec_run;
    204    shader->base.delete = exec_delete;
    205 
    206    return &shader->base;
    207 }
    208