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