1/**************************************************************************
2 *
3 * Copyright 2007 VMware, Inc.
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 VMWARE 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_variant
46 */
47struct sp_exec_fragment_shader
48{
49   struct sp_fragment_shader_variant 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_variant *var)
57{
58   return (struct sp_exec_fragment_shader *) var;
59}
60
61
62static void
63exec_prepare( const struct sp_fragment_shader_variant *var,
64              struct tgsi_exec_machine *machine,
65              struct tgsi_sampler *sampler,
66              struct tgsi_image *image,
67              struct tgsi_buffer *buffer )
68{
69   /*
70    * Bind tokens/shader to the interpreter's machine state.
71    */
72   tgsi_exec_machine_bind_shader(machine,
73                                 var->tokens,
74                                 sampler, image, buffer);
75}
76
77
78
79/**
80 * Compute quad X,Y,Z,W for the four fragments in a quad.
81 *
82 * This should really be part of the compiled shader.
83 */
84static void
85setup_pos_vector(const struct tgsi_interp_coef *coef,
86                 float x, float y,
87                 struct tgsi_exec_vector *quadpos)
88{
89   uint chan;
90   /* do X */
91   quadpos->xyzw[0].f[0] = x;
92   quadpos->xyzw[0].f[1] = x + 1;
93   quadpos->xyzw[0].f[2] = x;
94   quadpos->xyzw[0].f[3] = x + 1;
95
96   /* do Y */
97   quadpos->xyzw[1].f[0] = y;
98   quadpos->xyzw[1].f[1] = y;
99   quadpos->xyzw[1].f[2] = y + 1;
100   quadpos->xyzw[1].f[3] = y + 1;
101
102   /* do Z and W for all fragments in the quad */
103   for (chan = 2; chan < 4; chan++) {
104      const float dadx = coef->dadx[chan];
105      const float dady = coef->dady[chan];
106      const float a0 = coef->a0[chan] + dadx * x + dady * y;
107      quadpos->xyzw[chan].f[0] = a0;
108      quadpos->xyzw[chan].f[1] = a0 + dadx;
109      quadpos->xyzw[chan].f[2] = a0 + dady;
110      quadpos->xyzw[chan].f[3] = a0 + dadx + dady;
111   }
112}
113
114
115/* TODO: hide the machine struct in here somewhere, remove from this
116 * interface:
117 */
118static unsigned
119exec_run( const struct sp_fragment_shader_variant *var,
120	  struct tgsi_exec_machine *machine,
121	  struct quad_header *quad,
122	  bool early_depth_test )
123{
124   /* Compute X, Y, Z, W vals for this quad */
125   setup_pos_vector(quad->posCoef,
126                    (float)quad->input.x0, (float)quad->input.y0,
127                    &machine->QuadPos);
128
129   /* convert 0 to 1.0 and 1 to -1.0 */
130   machine->Face = (float) (quad->input.facing * -2 + 1);
131
132   machine->NonHelperMask = quad->inout.mask;
133   quad->inout.mask &= tgsi_exec_machine_run( machine, 0 );
134   if (quad->inout.mask == 0)
135      return FALSE;
136
137   /* store outputs */
138   {
139      const ubyte *sem_name = var->info.output_semantic_name;
140      const ubyte *sem_index = var->info.output_semantic_index;
141      const uint n = var->info.num_outputs;
142      uint i;
143      for (i = 0; i < n; i++) {
144         switch (sem_name[i]) {
145         case TGSI_SEMANTIC_COLOR:
146            {
147               uint cbuf = sem_index[i];
148
149               assert(sizeof(quad->output.color[cbuf]) ==
150                      sizeof(machine->Outputs[i]));
151
152               /* copy float[4][4] result */
153               memcpy(quad->output.color[cbuf],
154                      &machine->Outputs[i],
155                      sizeof(quad->output.color[0]) );
156            }
157            break;
158         case TGSI_SEMANTIC_POSITION:
159            {
160               uint j;
161
162               if (!early_depth_test) {
163                  for (j = 0; j < 4; j++)
164                     quad->output.depth[j] = machine->Outputs[i].xyzw[2].f[j];
165               }
166            }
167            break;
168         case TGSI_SEMANTIC_STENCIL:
169            {
170               uint j;
171               if (!early_depth_test) {
172                  for (j = 0; j < 4; j++)
173                     quad->output.stencil[j] = (unsigned)machine->Outputs[i].xyzw[1].u[j];
174               }
175            }
176            break;
177         }
178      }
179   }
180
181   return TRUE;
182}
183
184
185static void
186exec_delete(struct sp_fragment_shader_variant *var,
187            struct tgsi_exec_machine *machine)
188{
189   if (machine->Tokens == var->tokens) {
190      tgsi_exec_machine_bind_shader(machine, NULL, NULL, NULL, NULL);
191   }
192
193   FREE( (void *) var->tokens );
194   FREE(var);
195}
196
197
198struct sp_fragment_shader_variant *
199softpipe_create_fs_variant_exec(struct softpipe_context *softpipe)
200{
201   struct sp_exec_fragment_shader *shader;
202
203   shader = CALLOC_STRUCT(sp_exec_fragment_shader);
204   if (!shader)
205      return NULL;
206
207   shader->base.prepare = exec_prepare;
208   shader->base.run = exec_run;
209   shader->base.delete = exec_delete;
210
211   return &shader->base;
212}
213