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 */
47struct sp_exec_fragment_shader
48{
49   struct sp_fragment_shader_variant base;
50   /* No other members for now */
51};
52
53
54/** cast wrapper */
55static INLINE struct sp_exec_fragment_shader *
56sp_exec_fragment_shader(const struct sp_fragment_shader_variant *var)
57{
58   return (struct sp_exec_fragment_shader *) var;
59}
60
61
62static void
63exec_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 */
83static void
84setup_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 */
117static unsigned
118exec_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
179static void
180exec_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
192struct sp_fragment_shader_variant *
193softpipe_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