revert between 56095 -> 55830 in arch
[AROS.git] / workbench / libs / mesa / src / gallium / drivers / softpipe / sp_fs_exec.c
blob346e1b402baba023916102fdc59789429216e3ab
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:
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.
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 **************************************************************************/
28 /**
29 * Execute fragment shader using the TGSI interpreter.
32 #include "sp_context.h"
33 #include "sp_state.h"
34 #include "sp_fs.h"
35 #include "sp_quad.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"
44 /**
45 * Subclass of sp_fragment_shader
47 struct sp_exec_fragment_shader
49 struct sp_fragment_shader base;
50 /* No other members for now */
54 /** cast wrapper */
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;
62 static void
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,
73 base->shader.tokens,
74 PIPE_MAX_SAMPLERS,
75 samplers );
81 /**
82 * Compute quad X,Y,Z,W for the four fragments in a quad.
84 * This should really be part of the compiled shader.
86 static void
87 setup_pos_vector(const struct tgsi_interp_coef *coef,
88 float x, float y,
89 struct tgsi_exec_vector *quadpos)
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;
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;
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
118 * interface:
120 static unsigned
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,
128 &machine->QuadPos);
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)
135 return FALSE;
137 /* store outputs */
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;
142 uint i;
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]) );
157 break;
158 case TGSI_SEMANTIC_POSITION:
160 uint j;
162 for (j = 0; j < 4; j++)
163 quad->output.depth[j] = machine->Outputs[i].xyzw[2].f[j];
165 break;
166 case TGSI_SEMANTIC_STENCIL:
168 uint j;
170 for (j = 0; j < 4; j++)
171 quad->output.stencil[j] = (unsigned)machine->Outputs[i].xyzw[1].f[j];
173 break;
178 return TRUE;
182 static void
183 exec_delete( struct sp_fragment_shader *base )
185 FREE((void *) base->shader.tokens);
186 FREE(base);
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
197 * that now.
200 shader = CALLOC_STRUCT(sp_exec_fragment_shader);
201 if (!shader)
202 return NULL;
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;