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      1 /**************************************************************************
      2  *
      3  * Copyright 2007 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 /**
     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 *sampler,
     66               struct tgsi_image *image,
     67               struct tgsi_buffer *buffer )
     68 {
     69    /*
     70     * Bind tokens/shader to the interpreter's machine state.
     71     */
     72    tgsi_exec_machine_bind_shader(machine,
     73                                  var->tokens,
     74                                  sampler, image, buffer);
     75 }
     76 
     77 
     78 
     79 /**
     80  * Compute quad X,Y,Z,W for the four fragments in a quad.
     81  *
     82  * This should really be part of the compiled shader.
     83  */
     84 static void
     85 setup_pos_vector(const struct tgsi_interp_coef *coef,
     86                  float x, float y,
     87                  struct tgsi_exec_vector *quadpos)
     88 {
     89    uint chan;
     90    /* do X */
     91    quadpos->xyzw[0].f[0] = x;
     92    quadpos->xyzw[0].f[1] = x + 1;
     93    quadpos->xyzw[0].f[2] = x;
     94    quadpos->xyzw[0].f[3] = x + 1;
     95 
     96    /* do Y */
     97    quadpos->xyzw[1].f[0] = y;
     98    quadpos->xyzw[1].f[1] = y;
     99    quadpos->xyzw[1].f[2] = y + 1;
    100    quadpos->xyzw[1].f[3] = y + 1;
    101 
    102    /* do Z and W for all fragments in the quad */
    103    for (chan = 2; chan < 4; chan++) {
    104       const float dadx = coef->dadx[chan];
    105       const float dady = coef->dady[chan];
    106       const float a0 = coef->a0[chan] + dadx * x + dady * y;
    107       quadpos->xyzw[chan].f[0] = a0;
    108       quadpos->xyzw[chan].f[1] = a0 + dadx;
    109       quadpos->xyzw[chan].f[2] = a0 + dady;
    110       quadpos->xyzw[chan].f[3] = a0 + dadx + dady;
    111    }
    112 }
    113 
    114 
    115 /* TODO: hide the machine struct in here somewhere, remove from this
    116  * interface:
    117  */
    118 static unsigned
    119 exec_run( const struct sp_fragment_shader_variant *var,
    120 	  struct tgsi_exec_machine *machine,
    121 	  struct quad_header *quad,
    122 	  bool early_depth_test )
    123 {
    124    /* Compute X, Y, Z, W vals for this quad */
    125    setup_pos_vector(quad->posCoef,
    126                     (float)quad->input.x0, (float)quad->input.y0,
    127                     &machine->QuadPos);
    128 
    129    /* convert 0 to 1.0 and 1 to -1.0 */
    130    machine->Face = (float) (quad->input.facing * -2 + 1);
    131 
    132    machine->NonHelperMask = quad->inout.mask;
    133    quad->inout.mask &= tgsi_exec_machine_run( machine, 0 );
    134    if (quad->inout.mask == 0)
    135       return FALSE;
    136 
    137    /* store outputs */
    138    {
    139       const ubyte *sem_name = var->info.output_semantic_name;
    140       const ubyte *sem_index = var->info.output_semantic_index;
    141       const uint n = var->info.num_outputs;
    142       uint i;
    143       for (i = 0; i < n; i++) {
    144          switch (sem_name[i]) {
    145          case TGSI_SEMANTIC_COLOR:
    146             {
    147                uint cbuf = sem_index[i];
    148 
    149                assert(sizeof(quad->output.color[cbuf]) ==
    150                       sizeof(machine->Outputs[i]));
    151 
    152                /* copy float[4][4] result */
    153                memcpy(quad->output.color[cbuf],
    154                       &machine->Outputs[i],
    155                       sizeof(quad->output.color[0]) );
    156             }
    157             break;
    158          case TGSI_SEMANTIC_POSITION:
    159             {
    160                uint j;
    161 
    162                if (!early_depth_test) {
    163                   for (j = 0; j < 4; j++)
    164                      quad->output.depth[j] = machine->Outputs[i].xyzw[2].f[j];
    165                }
    166             }
    167             break;
    168          case TGSI_SEMANTIC_STENCIL:
    169             {
    170                uint j;
    171                if (!early_depth_test) {
    172                   for (j = 0; j < 4; j++)
    173                      quad->output.stencil[j] = (unsigned)machine->Outputs[i].xyzw[1].u[j];
    174                }
    175             }
    176             break;
    177          }
    178       }
    179    }
    180 
    181    return TRUE;
    182 }
    183 
    184 
    185 static void
    186 exec_delete(struct sp_fragment_shader_variant *var,
    187             struct tgsi_exec_machine *machine)
    188 {
    189    if (machine->Tokens == var->tokens) {
    190       tgsi_exec_machine_bind_shader(machine, NULL, NULL, NULL, NULL);
    191    }
    192 
    193    FREE( (void *) var->tokens );
    194    FREE(var);
    195 }
    196 
    197 
    198 struct sp_fragment_shader_variant *
    199 softpipe_create_fs_variant_exec(struct softpipe_context *softpipe)
    200 {
    201    struct sp_exec_fragment_shader *shader;
    202 
    203    shader = CALLOC_STRUCT(sp_exec_fragment_shader);
    204    if (!shader)
    205       return NULL;
    206 
    207    shader->base.prepare = exec_prepare;
    208    shader->base.run = exec_run;
    209    shader->base.delete = exec_delete;
    210 
    211    return &shader->base;
    212 }
    213