/************************************************************************** * * Copyright 2007 Tungsten Graphics, Inc., Cedar Park, Texas. * All Rights Reserved. * * Permission is hereby granted, free of charge, to any person obtaining a * copy of this software and associated documentation files (the * "Software"), to deal in the Software without restriction, including * without limitation the rights to use, copy, modify, merge, publish, * distribute, sub license, and/or sell copies of the Software, and to * permit persons to whom the Software is furnished to do so, subject to * the following conditions: * * The above copyright notice and this permission notice (including the * next paragraph) shall be included in all copies or substantial portions * of the Software. * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF * MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT. * IN NO EVENT SHALL TUNGSTEN GRAPHICS AND/OR ITS SUPPLIERS BE LIABLE FOR * ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, * TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE * SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. * **************************************************************************/ /** * Execute fragment shader using the TGSI interpreter. */ #include "sp_context.h" #include "sp_state.h" #include "sp_fs.h" #include "sp_quad.h" #include "pipe/p_state.h" #include "pipe/p_defines.h" #include "util/u_memory.h" #include "tgsi/tgsi_exec.h" #include "tgsi/tgsi_parse.h" /** * Subclass of sp_fragment_shader */ struct sp_exec_fragment_shader { struct sp_fragment_shader base; /* No other members for now */ }; /** cast wrapper */ static INLINE struct sp_exec_fragment_shader * sp_exec_fragment_shader(const struct sp_fragment_shader *base) { return (struct sp_exec_fragment_shader *) base; } /** * Compute quad X,Y,Z,W for the four fragments in a quad. * * This should really be part of the compiled shader. */ void sp_setup_pos_vector(const struct tgsi_interp_coef *coef, float x, float y, struct tgsi_exec_vector *quadpos) { uint chan; /* do X */ quadpos->xyzw[0].f[0] = x; quadpos->xyzw[0].f[1] = x + 1; quadpos->xyzw[0].f[2] = x; quadpos->xyzw[0].f[3] = x + 1; /* do Y */ quadpos->xyzw[1].f[0] = y; quadpos->xyzw[1].f[1] = y; quadpos->xyzw[1].f[2] = y + 1; quadpos->xyzw[1].f[3] = y + 1; /* do Z and W for all fragments in the quad */ for (chan = 2; chan < 4; chan++) { const float dadx = coef->dadx[chan]; const float dady = coef->dady[chan]; const float a0 = coef->a0[chan] + dadx * x + dady * y; quadpos->xyzw[chan].f[0] = a0; quadpos->xyzw[chan].f[1] = a0 + dadx; quadpos->xyzw[chan].f[2] = a0 + dady; quadpos->xyzw[chan].f[3] = a0 + dadx + dady; } } static void exec_prepare( const struct sp_fragment_shader *base, struct tgsi_exec_machine *machine, struct tgsi_sampler **samplers ) { /* * Bind tokens/shader to the interpreter's machine state. * Avoid redundant binding. */ if (machine->Tokens != base->shader.tokens) { tgsi_exec_machine_bind_shader( machine, base->shader.tokens, PIPE_MAX_SAMPLERS, samplers ); } } /* TODO: hide the machine struct in here somewhere, remove from this * interface: */ static unsigned exec_run( const struct sp_fragment_shader *base, struct tgsi_exec_machine *machine, struct quad_header *quad ) { /* Compute X, Y, Z, W vals for this quad */ sp_setup_pos_vector(quad->posCoef, (float)quad->input.x0, (float)quad->input.y0, &machine->QuadPos); return tgsi_exec_machine_run( machine ); } static void exec_delete( struct sp_fragment_shader *base ) { FREE((void *) base->shader.tokens); FREE(base); } struct sp_fragment_shader * softpipe_create_fs_exec(struct softpipe_context *softpipe, const struct pipe_shader_state *templ) { struct sp_exec_fragment_shader *shader; /* Decide whether we'll be codegenerating this shader and if so do * that now. */ shader = CALLOC_STRUCT(sp_exec_fragment_shader); if (!shader) return NULL; /* we need to keep a local copy of the tokens */ shader->base.shader.tokens = tgsi_dup_tokens(templ->tokens); shader->base.prepare = exec_prepare; shader->base.run = exec_run; shader->base.delete = exec_delete; return &shader->base; }