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