1 /**************************************************************************
3 * Copyright 2007 Tungsten Graphics, Inc., Cedar Park, Texas.
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:
14 * The above copyright notice and this permission notice (including the
15 * next paragraph) shall be included in all copies or substantial portions
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.
26 **************************************************************************/
29 * Execute fragment shader using the TGSI interpreter.
32 #include "sp_context.h"
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"
45 * Subclass of sp_fragment_shader
47 struct sp_exec_fragment_shader
49 struct sp_fragment_shader base
;
50 /* No other members for now */
55 static INLINE
struct sp_exec_fragment_shader
*
56 sp_exec_fragment_shader(const struct sp_fragment_shader
*base
)
58 return (struct sp_exec_fragment_shader
*) base
;
63 exec_prepare( const struct sp_fragment_shader
*base
,
64 struct tgsi_exec_machine
*machine
,
65 struct tgsi_sampler
**samplers
)
68 * Bind tokens/shader to the interpreter's machine state.
69 * Avoid redundant binding.
71 if (machine
->Tokens
!= base
->shader
.tokens
) {
72 tgsi_exec_machine_bind_shader( machine
,
82 * Compute quad X,Y,Z,W for the four fragments in a quad.
84 * This should really be part of the compiled shader.
87 setup_pos_vector(const struct tgsi_interp_coef
*coef
,
89 struct tgsi_exec_vector
*quadpos
)
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;
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;
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
;
117 /* TODO: hide the machine struct in here somewhere, remove from this
121 exec_run( const struct sp_fragment_shader
*base
,
122 struct tgsi_exec_machine
*machine
,
123 struct quad_header
*quad
)
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
,
130 /* convert 0 to 1.0 and 1 to -1.0 */
131 machine
->Face
= (float) (quad
->input
.facing
* -2 + 1);
133 quad
->inout
.mask
&= tgsi_exec_machine_run( machine
);
134 if (quad
->inout
.mask
== 0)
139 const ubyte
*sem_name
= base
->info
.output_semantic_name
;
140 const ubyte
*sem_index
= base
->info
.output_semantic_index
;
141 const uint n
= base
->info
.num_outputs
;
143 for (i
= 0; i
< n
; i
++) {
144 switch (sem_name
[i
]) {
145 case TGSI_SEMANTIC_COLOR
:
147 uint cbuf
= sem_index
[i
];
149 assert(sizeof(quad
->output
.color
[cbuf
]) ==
150 sizeof(machine
->Outputs
[i
]));
152 /* copy float[4][4] result */
153 memcpy(quad
->output
.color
[cbuf
],
154 &machine
->Outputs
[i
],
155 sizeof(quad
->output
.color
[0]) );
158 case TGSI_SEMANTIC_POSITION
:
162 for (j
= 0; j
< 4; j
++)
163 quad
->output
.depth
[j
] = machine
->Outputs
[i
].xyzw
[2].f
[j
];
166 case TGSI_SEMANTIC_STENCIL
:
170 for (j
= 0; j
< 4; j
++)
171 quad
->output
.stencil
[j
] = (unsigned)machine
->Outputs
[i
].xyzw
[1].f
[j
];
183 exec_delete( struct sp_fragment_shader
*base
)
185 FREE((void *) base
->shader
.tokens
);
190 struct sp_fragment_shader
*
191 softpipe_create_fs_exec(struct softpipe_context
*softpipe
,
192 const struct pipe_shader_state
*templ
)
194 struct sp_exec_fragment_shader
*shader
;
196 /* Decide whether we'll be codegenerating this shader and if so do
200 shader
= CALLOC_STRUCT(sp_exec_fragment_shader
);
204 /* we need to keep a local copy of the tokens */
205 shader
->base
.shader
.tokens
= tgsi_dup_tokens(templ
->tokens
);
206 shader
->base
.prepare
= exec_prepare
;
207 shader
->base
.run
= exec_run
;
208 shader
->base
.delete = exec_delete
;
210 return &shader
->base
;