sp_fs_exec.c revision 01f9e5120395f88bba8321e8639cac0bb9c85296
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#include "sp_context.h"
30#include "sp_state.h"
31#include "sp_fs.h"
32#include "sp_headers.h"
33
34
35#include "pipe/p_state.h"
36#include "pipe/p_defines.h"
37#include "util/u_memory.h"
38#include "pipe/p_inlines.h"
39#include "tgsi/tgsi_exec.h"
40#include "tgsi/tgsi_parse.h"
41
42struct sp_exec_fragment_shader {
43   struct sp_fragment_shader base;
44};
45
46
47
48/**
49 * Compute quad X,Y,Z,W for the four fragments in a quad.
50 *
51 * This should really be part of the compiled shader.
52 */
53void
54sp_setup_pos_vector(const struct tgsi_interp_coef *coef,
55		    float x, float y,
56		    struct tgsi_exec_vector *quadpos)
57{
58   uint chan;
59   /* do X */
60   quadpos->xyzw[0].f[0] = x;
61   quadpos->xyzw[0].f[1] = x + 1;
62   quadpos->xyzw[0].f[2] = x;
63   quadpos->xyzw[0].f[3] = x + 1;
64
65   /* do Y */
66   quadpos->xyzw[1].f[0] = y;
67   quadpos->xyzw[1].f[1] = y;
68   quadpos->xyzw[1].f[2] = y + 1;
69   quadpos->xyzw[1].f[3] = y + 1;
70
71   /* do Z and W for all fragments in the quad */
72   for (chan = 2; chan < 4; chan++) {
73      const float dadx = coef->dadx[chan];
74      const float dady = coef->dady[chan];
75      const float a0 = coef->a0[chan] + dadx * x + dady * y;
76      quadpos->xyzw[chan].f[0] = a0;
77      quadpos->xyzw[chan].f[1] = a0 + dadx;
78      quadpos->xyzw[chan].f[2] = a0 + dady;
79      quadpos->xyzw[chan].f[3] = a0 + dadx + dady;
80   }
81}
82
83
84static void
85exec_prepare( const struct sp_fragment_shader *base,
86	      struct tgsi_exec_machine *machine,
87	      struct tgsi_sampler *samplers )
88{
89   tgsi_exec_machine_bind_shader( machine,
90				  base->shader.tokens,
91				  PIPE_MAX_SAMPLERS,
92				  samplers );
93}
94
95
96
97
98/* TODO: hide the machine struct in here somewhere, remove from this
99 * interface:
100 */
101static unsigned
102exec_run( const struct sp_fragment_shader *base,
103	  struct tgsi_exec_machine *machine,
104	  struct quad_header *quad )
105{
106
107   /* Compute X, Y, Z, W vals for this quad */
108   sp_setup_pos_vector(quad->posCoef,
109		       (float)quad->input.x0, (float)quad->input.y0,
110		       &machine->QuadPos);
111
112   return tgsi_exec_machine_run( machine );
113}
114
115
116
117static void
118exec_delete( struct sp_fragment_shader *base )
119{
120   FREE((void *) base->shader.tokens);
121   FREE(base);
122}
123
124
125
126
127
128struct sp_fragment_shader *
129softpipe_create_fs_exec(struct softpipe_context *softpipe,
130			const struct pipe_shader_state *templ)
131{
132   struct sp_exec_fragment_shader *shader;
133
134   /* Decide whether we'll be codegenerating this shader and if so do
135    * that now.
136    */
137
138   shader = CALLOC_STRUCT(sp_exec_fragment_shader);
139   if (!shader)
140      return NULL;
141
142   /* we need to keep a local copy of the tokens */
143   shader->base.shader.tokens = tgsi_dup_tokens(templ->tokens);
144   shader->base.prepare = exec_prepare;
145   shader->base.run = exec_run;
146   shader->base.delete = exec_delete;
147
148   return &shader->base;
149}
150
151