1 /************************************************************************** 2 * 3 * Copyright 2007 Tungsten Graphics, Inc., Cedar Park, Texas. 4 * All Rights Reserved. 5 * Copyright 2008 VMware, Inc. All rights reserved. 6 * 7 * Permission is hereby granted, free of charge, to any person obtaining a 8 * copy of this software and associated documentation files (the 9 * "Software"), to deal in the Software without restriction, including 10 * without limitation the rights to use, copy, modify, merge, publish, 11 * distribute, sub license, and/or sell copies of the Software, and to 12 * permit persons to whom the Software is furnished to do so, subject to 13 * the following conditions: 14 * 15 * The above copyright notice and this permission notice (including the 16 * next paragraph) shall be included in all copies or substantial portions 17 * of the Software. 18 * 19 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS 20 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF 21 * MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT. 22 * IN NO EVENT SHALL TUNGSTEN GRAPHICS AND/OR ITS SUPPLIERS BE LIABLE FOR 23 * ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, 24 * TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE 25 * SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. 26 * 27 **************************************************************************/ 28 29 /* Vertices are just an array of floats, with all the attributes 30 * packed. We currently assume a layout like: 31 * 32 * attr[0][0..3] - window position 33 * attr[1..n][0..3] - remaining attributes. 34 * 35 * Attributes are assumed to be 4 floats wide but are packed so that 36 * all the enabled attributes run contiguously. 37 */ 38 39 #include "util/u_math.h" 40 #include "util/u_memory.h" 41 #include "pipe/p_defines.h" 42 #include "pipe/p_shader_tokens.h" 43 44 #include "sp_context.h" 45 #include "sp_state.h" 46 #include "sp_quad.h" 47 #include "sp_quad_pipe.h" 48 49 50 struct quad_shade_stage 51 { 52 struct quad_stage stage; /**< base class */ 53 54 /* no other fields at this time */ 55 }; 56 57 58 /** cast wrapper */ 59 static INLINE struct quad_shade_stage * 60 quad_shade_stage(struct quad_stage *qs) 61 { 62 return (struct quad_shade_stage *) qs; 63 } 64 65 66 /** 67 * Execute fragment shader for the four fragments in the quad. 68 * \return TRUE if quad is alive, FALSE if all four pixels are killed 69 */ 70 static INLINE boolean 71 shade_quad(struct quad_stage *qs, struct quad_header *quad) 72 { 73 struct softpipe_context *softpipe = qs->softpipe; 74 struct tgsi_exec_machine *machine = softpipe->fs_machine; 75 76 /* run shader */ 77 machine->flatshade_color = softpipe->rasterizer->flatshade ? TRUE : FALSE; 78 return softpipe->fs_variant->run( softpipe->fs_variant, machine, quad ); 79 } 80 81 82 83 static void 84 coverage_quad(struct quad_stage *qs, struct quad_header *quad) 85 { 86 struct softpipe_context *softpipe = qs->softpipe; 87 uint cbuf; 88 89 /* loop over colorbuffer outputs */ 90 for (cbuf = 0; cbuf < softpipe->framebuffer.nr_cbufs; cbuf++) { 91 float (*quadColor)[4] = quad->output.color[cbuf]; 92 unsigned j; 93 for (j = 0; j < TGSI_QUAD_SIZE; j++) { 94 assert(quad->input.coverage[j] >= 0.0); 95 assert(quad->input.coverage[j] <= 1.0); 96 quadColor[3][j] *= quad->input.coverage[j]; 97 } 98 } 99 } 100 101 102 /** 103 * Shade/write an array of quads 104 * Called via quad_stage::run() 105 */ 106 static void 107 shade_quads(struct quad_stage *qs, 108 struct quad_header *quads[], 109 unsigned nr) 110 { 111 struct softpipe_context *softpipe = qs->softpipe; 112 struct tgsi_exec_machine *machine = softpipe->fs_machine; 113 unsigned i, nr_quads = 0; 114 115 tgsi_exec_set_constant_buffers(machine, PIPE_MAX_CONSTANT_BUFFERS, 116 softpipe->mapped_constants[PIPE_SHADER_FRAGMENT], 117 softpipe->const_buffer_size[PIPE_SHADER_FRAGMENT]); 118 119 machine->InterpCoefs = quads[0]->coef; 120 121 for (i = 0; i < nr; i++) { 122 /* Only omit this quad from the output list if all the fragments 123 * are killed _AND_ it's not the first quad in the list. 124 * The first quad is special in the (optimized) depth-testing code: 125 * the quads' Z coordinates are step-wise interpolated with respect 126 * to the first quad in the list. 127 * For multi-pass algorithms we need to produce exactly the same 128 * Z values in each pass. If interpolation starts with different quads 129 * we can get different Z values for the same (x,y). 130 */ 131 if (!shade_quad(qs, quads[i]) && i > 0) 132 continue; /* quad totally culled/killed */ 133 134 if (/*do_coverage*/ 0) 135 coverage_quad( qs, quads[i] ); 136 137 quads[nr_quads++] = quads[i]; 138 } 139 140 if (nr_quads) 141 qs->next->run(qs->next, quads, nr_quads); 142 } 143 144 145 /** 146 * Per-primitive (or per-begin?) setup 147 */ 148 static void 149 shade_begin(struct quad_stage *qs) 150 { 151 qs->next->begin(qs->next); 152 } 153 154 155 static void 156 shade_destroy(struct quad_stage *qs) 157 { 158 FREE( qs ); 159 } 160 161 162 struct quad_stage * 163 sp_quad_shade_stage( struct softpipe_context *softpipe ) 164 { 165 struct quad_shade_stage *qss = CALLOC_STRUCT(quad_shade_stage); 166 if (!qss) 167 goto fail; 168 169 qss->stage.softpipe = softpipe; 170 qss->stage.begin = shade_begin; 171 qss->stage.run = shade_quads; 172 qss->stage.destroy = shade_destroy; 173 174 return &qss->stage; 175 176 fail: 177 FREE(qss); 178 return NULL; 179 } 180