sp_fs_exec.c revision a7f06dae20c173a0edbb1d310b5f6b06068a61b0
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{ 44 struct sp_fragment_shader base; 45 const struct tgsi_token *machine_tokens; 46}; 47 48 49/** cast wrapper */ 50static INLINE struct sp_exec_fragment_shader * 51sp_exec_fragment_shader(const struct sp_fragment_shader *base) 52{ 53 return (struct sp_exec_fragment_shader *) base; 54} 55 56 57/** 58 * Compute quad X,Y,Z,W for the four fragments in a quad. 59 * 60 * This should really be part of the compiled shader. 61 */ 62void 63sp_setup_pos_vector(const struct tgsi_interp_coef *coef, 64 float x, float y, 65 struct tgsi_exec_vector *quadpos) 66{ 67 uint chan; 68 /* do X */ 69 quadpos->xyzw[0].f[0] = x; 70 quadpos->xyzw[0].f[1] = x + 1; 71 quadpos->xyzw[0].f[2] = x; 72 quadpos->xyzw[0].f[3] = x + 1; 73 74 /* do Y */ 75 quadpos->xyzw[1].f[0] = y; 76 quadpos->xyzw[1].f[1] = y; 77 quadpos->xyzw[1].f[2] = y + 1; 78 quadpos->xyzw[1].f[3] = y + 1; 79 80 /* do Z and W for all fragments in the quad */ 81 for (chan = 2; chan < 4; chan++) { 82 const float dadx = coef->dadx[chan]; 83 const float dady = coef->dady[chan]; 84 const float a0 = coef->a0[chan] + dadx * x + dady * y; 85 quadpos->xyzw[chan].f[0] = a0; 86 quadpos->xyzw[chan].f[1] = a0 + dadx; 87 quadpos->xyzw[chan].f[2] = a0 + dady; 88 quadpos->xyzw[chan].f[3] = a0 + dadx + dady; 89 } 90} 91 92 93static void 94exec_prepare( const struct sp_fragment_shader *base, 95 struct tgsi_exec_machine *machine, 96 struct tgsi_sampler *samplers ) 97{ 98 struct sp_exec_fragment_shader *spefs = 99 sp_exec_fragment_shader(base); 100 101 /* 102 * Bind tokens/shader to the interpreter's machine state. 103 * Avoid redundant binding. 104 */ 105 /* XXX revisit this */ 106 if (1 /* spefs->machine_tokens != base->shader.tokens*/) { 107 tgsi_exec_machine_bind_shader( machine, 108 base->shader.tokens, 109 PIPE_MAX_SAMPLERS, 110 samplers ); 111 spefs->machine_tokens = base->shader.tokens; 112 } 113} 114 115 116 117 118/* TODO: hide the machine struct in here somewhere, remove from this 119 * interface: 120 */ 121static unsigned 122exec_run( const struct sp_fragment_shader *base, 123 struct tgsi_exec_machine *machine, 124 struct quad_header *quad ) 125{ 126 127 /* Compute X, Y, Z, W vals for this quad */ 128 sp_setup_pos_vector(quad->posCoef, 129 (float)quad->input.x0, (float)quad->input.y0, 130 &machine->QuadPos); 131 132 return tgsi_exec_machine_run( machine ); 133} 134 135 136 137static void 138exec_delete( struct sp_fragment_shader *base ) 139{ 140 FREE((void *) base->shader.tokens); 141 FREE(base); 142} 143 144 145 146 147 148struct sp_fragment_shader * 149softpipe_create_fs_exec(struct softpipe_context *softpipe, 150 const struct pipe_shader_state *templ) 151{ 152 struct sp_exec_fragment_shader *shader; 153 154 /* Decide whether we'll be codegenerating this shader and if so do 155 * that now. 156 */ 157 158 shader = CALLOC_STRUCT(sp_exec_fragment_shader); 159 if (!shader) 160 return NULL; 161 162 /* we need to keep a local copy of the tokens */ 163 shader->base.shader.tokens = tgsi_dup_tokens(templ->tokens); 164 shader->base.prepare = exec_prepare; 165 shader->base.run = exec_run; 166 shader->base.delete = exec_delete; 167 168 return &shader->base; 169} 170 171