1 /************************************************************************** 2 * 3 * Copyright 2007 VMware, Inc. 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 VMWARE 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 if (softpipe->active_statistics_queries) { 77 softpipe->pipeline_statistics.ps_invocations += 78 util_bitcount(quad->inout.mask); 79 } 80 81 /* run shader */ 82 machine->flatshade_color = softpipe->rasterizer->flatshade ? TRUE : FALSE; 83 return softpipe->fs_variant->run( softpipe->fs_variant, machine, quad, softpipe->early_depth ); 84 } 85 86 87 88 static void 89 coverage_quad(struct quad_stage *qs, struct quad_header *quad) 90 { 91 struct softpipe_context *softpipe = qs->softpipe; 92 uint cbuf; 93 94 /* loop over colorbuffer outputs */ 95 for (cbuf = 0; cbuf < softpipe->framebuffer.nr_cbufs; cbuf++) { 96 float (*quadColor)[4] = quad->output.color[cbuf]; 97 unsigned j; 98 for (j = 0; j < TGSI_QUAD_SIZE; j++) { 99 assert(quad->input.coverage[j] >= 0.0); 100 assert(quad->input.coverage[j] <= 1.0); 101 quadColor[3][j] *= quad->input.coverage[j]; 102 } 103 } 104 } 105 106 107 /** 108 * Shade/write an array of quads 109 * Called via quad_stage::run() 110 */ 111 static void 112 shade_quads(struct quad_stage *qs, 113 struct quad_header *quads[], 114 unsigned nr) 115 { 116 struct softpipe_context *softpipe = qs->softpipe; 117 struct tgsi_exec_machine *machine = softpipe->fs_machine; 118 unsigned i, nr_quads = 0; 119 120 tgsi_exec_set_constant_buffers(machine, PIPE_MAX_CONSTANT_BUFFERS, 121 softpipe->mapped_constants[PIPE_SHADER_FRAGMENT], 122 softpipe->const_buffer_size[PIPE_SHADER_FRAGMENT]); 123 124 machine->InterpCoefs = quads[0]->coef; 125 126 for (i = 0; i < nr; i++) { 127 /* Only omit this quad from the output list if all the fragments 128 * are killed _AND_ it's not the first quad in the list. 129 * The first quad is special in the (optimized) depth-testing code: 130 * the quads' Z coordinates are step-wise interpolated with respect 131 * to the first quad in the list. 132 * For multi-pass algorithms we need to produce exactly the same 133 * Z values in each pass. If interpolation starts with different quads 134 * we can get different Z values for the same (x,y). 135 */ 136 if (!shade_quad(qs, quads[i]) && i > 0) 137 continue; /* quad totally culled/killed */ 138 139 if (/*do_coverage*/ 0) 140 coverage_quad( qs, quads[i] ); 141 142 quads[nr_quads++] = quads[i]; 143 } 144 145 if (nr_quads) 146 qs->next->run(qs->next, quads, nr_quads); 147 } 148 149 150 /** 151 * Per-primitive (or per-begin?) setup 152 */ 153 static void 154 shade_begin(struct quad_stage *qs) 155 { 156 qs->next->begin(qs->next); 157 } 158 159 160 static void 161 shade_destroy(struct quad_stage *qs) 162 { 163 FREE( qs ); 164 } 165 166 167 struct quad_stage * 168 sp_quad_shade_stage( struct softpipe_context *softpipe ) 169 { 170 struct quad_shade_stage *qss = CALLOC_STRUCT(quad_shade_stage); 171 if (!qss) 172 goto fail; 173 174 qss->stage.softpipe = softpipe; 175 qss->stage.begin = shade_begin; 176 qss->stage.run = shade_quads; 177 qss->stage.destroy = shade_destroy; 178 179 return &qss->stage; 180 181 fail: 182 FREE(qss); 183 return NULL; 184 } 185