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