sp_fs_exec.c revision cc93fa3527e64963acd0e643d7d1061306d9e1df
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
46 */
47struct sp_exec_fragment_shader
48{
49   struct sp_fragment_shader 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 *base)
57{
58   return (struct sp_exec_fragment_shader *) base;
59}
60
61
62static void
63exec_prepare( const struct sp_fragment_shader *base,
64	      struct tgsi_exec_machine *machine,
65	      struct tgsi_sampler **samplers )
66{
67   /*
68    * Bind tokens/shader to the interpreter's machine state.
69    * Avoid redundant binding.
70    */
71   if (machine->Tokens != base->shader.tokens) {
72      tgsi_exec_machine_bind_shader( machine,
73                                     base->shader.tokens,
74                                     PIPE_MAX_SAMPLERS,
75                                     samplers );
76   }
77}
78
79
80
81/**
82 * Compute quad X,Y,Z,W for the four fragments in a quad.
83 *
84 * This should really be part of the compiled shader.
85 */
86static void
87setup_pos_vector(const struct tgsi_interp_coef *coef,
88                 float x, float y,
89                 struct tgsi_exec_vector *quadpos)
90{
91   uint chan;
92   /* do X */
93   quadpos->xyzw[0].f[0] = x;
94   quadpos->xyzw[0].f[1] = x + 1;
95   quadpos->xyzw[0].f[2] = x;
96   quadpos->xyzw[0].f[3] = x + 1;
97
98   /* do Y */
99   quadpos->xyzw[1].f[0] = y;
100   quadpos->xyzw[1].f[1] = y;
101   quadpos->xyzw[1].f[2] = y + 1;
102   quadpos->xyzw[1].f[3] = y + 1;
103
104   /* do Z and W for all fragments in the quad */
105   for (chan = 2; chan < 4; chan++) {
106      const float dadx = coef->dadx[chan];
107      const float dady = coef->dady[chan];
108      const float a0 = coef->a0[chan] + dadx * x + dady * y;
109      quadpos->xyzw[chan].f[0] = a0;
110      quadpos->xyzw[chan].f[1] = a0 + dadx;
111      quadpos->xyzw[chan].f[2] = a0 + dady;
112      quadpos->xyzw[chan].f[3] = a0 + dadx + dady;
113   }
114}
115
116
117/* TODO: hide the machine struct in here somewhere, remove from this
118 * interface:
119 */
120static unsigned
121exec_run( const struct sp_fragment_shader *base,
122	  struct tgsi_exec_machine *machine,
123	  struct quad_header *quad )
124{
125   /* Compute X, Y, Z, W vals for this quad */
126   setup_pos_vector(quad->posCoef,
127                    (float)quad->input.x0, (float)quad->input.y0,
128                    &machine->QuadPos);
129
130   if (quad->input.facing) {
131      machine->Face = -1.0f;
132   } else {
133      machine->Face = 1.0f;
134   }
135
136   quad->inout.mask &= tgsi_exec_machine_run( machine );
137   if (quad->inout.mask == 0)
138      return FALSE;
139
140   /* store outputs */
141   {
142      const ubyte *sem_name = base->info.output_semantic_name;
143      const ubyte *sem_index = base->info.output_semantic_index;
144      const uint n = base->info.num_outputs;
145      uint i;
146      for (i = 0; i < n; i++) {
147         switch (sem_name[i]) {
148         case TGSI_SEMANTIC_COLOR:
149            {
150               uint cbuf = sem_index[i];
151               memcpy(quad->output.color[cbuf],
152                      &machine->Outputs[i].xyzw[0].f[0],
153                      sizeof(quad->output.color[0]) );
154            }
155            break;
156         case TGSI_SEMANTIC_POSITION:
157            {
158               uint j;
159               for (j = 0; j < 4; j++) {
160                  quad->output.depth[j] = machine->Outputs[i].xyzw[2].f[j];
161               }
162            }
163            break;
164         }
165      }
166   }
167
168   return TRUE;
169}
170
171
172static void
173exec_delete( struct sp_fragment_shader *base )
174{
175   FREE((void *) base->shader.tokens);
176   FREE(base);
177}
178
179
180struct sp_fragment_shader *
181softpipe_create_fs_exec(struct softpipe_context *softpipe,
182			const struct pipe_shader_state *templ)
183{
184   struct sp_exec_fragment_shader *shader;
185
186   /* Decide whether we'll be codegenerating this shader and if so do
187    * that now.
188    */
189
190   shader = CALLOC_STRUCT(sp_exec_fragment_shader);
191   if (!shader)
192      return NULL;
193
194   /* we need to keep a local copy of the tokens */
195   shader->base.shader.tokens = tgsi_dup_tokens(templ->tokens);
196   shader->base.prepare = exec_prepare;
197   shader->base.run = exec_run;
198   shader->base.delete = exec_delete;
199
200   return &shader->base;
201}
202