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 runtime SSE code generation.
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_sse2.h"
44 #if defined(PIPE_ARCH_X86)
46 #include "rtasm/rtasm_x86sse.h"
51 * Subclass of sp_fragment_shader
53 struct sp_sse_fragment_shader
55 struct sp_fragment_shader base
;
56 struct x86_function sse2_program
;
57 tgsi_sse2_fs_function func
;
58 float immediates
[TGSI_EXEC_NUM_IMMEDIATES
][4];
63 static INLINE
struct sp_sse_fragment_shader
*
64 sp_sse_fragment_shader(const struct sp_fragment_shader
*base
)
66 return (struct sp_sse_fragment_shader
*) base
;
71 fs_sse_prepare( const struct sp_fragment_shader
*base
,
72 struct tgsi_exec_machine
*machine
,
73 struct tgsi_sampler
**samplers
)
75 machine
->Samplers
= samplers
;
81 * Compute quad X,Y,Z,W for the four fragments in a quad.
83 * This should really be part of the compiled shader.
86 setup_pos_vector(const struct tgsi_interp_coef
*coef
,
88 struct tgsi_exec_vector
*quadpos
)
92 quadpos
->xyzw
[0].f
[0] = x
;
93 quadpos
->xyzw
[0].f
[1] = x
+ 1;
94 quadpos
->xyzw
[0].f
[2] = x
;
95 quadpos
->xyzw
[0].f
[3] = x
+ 1;
98 quadpos
->xyzw
[1].f
[0] = y
;
99 quadpos
->xyzw
[1].f
[1] = y
;
100 quadpos
->xyzw
[1].f
[2] = y
+ 1;
101 quadpos
->xyzw
[1].f
[3] = y
+ 1;
103 /* do Z and W for all fragments in the quad */
104 for (chan
= 2; chan
< 4; chan
++) {
105 const float dadx
= coef
->dadx
[chan
];
106 const float dady
= coef
->dady
[chan
];
107 const float a0
= coef
->a0
[chan
] + dadx
* x
+ dady
* y
;
108 quadpos
->xyzw
[chan
].f
[0] = a0
;
109 quadpos
->xyzw
[chan
].f
[1] = a0
+ dadx
;
110 quadpos
->xyzw
[chan
].f
[2] = a0
+ dady
;
111 quadpos
->xyzw
[chan
].f
[3] = a0
+ dadx
+ dady
;
116 /* TODO: codegenerate the whole run function, skip this wrapper.
117 * TODO: break dependency on tgsi_exec_machine struct
118 * TODO: push Position calculation into the generated shader
119 * TODO: process >1 quad at a time
122 fs_sse_run( const struct sp_fragment_shader
*base
,
123 struct tgsi_exec_machine
*machine
,
124 struct quad_header
*quad
)
126 struct sp_sse_fragment_shader
*shader
= sp_sse_fragment_shader(base
);
128 /* Compute X, Y, Z, W vals for this quad -- place in temp[0] for now */
129 setup_pos_vector(quad
->posCoef
,
130 (float)quad
->input
.x0
, (float)quad
->input
.y0
,
134 tgsi_set_kill_mask(machine
, 0x0);
135 tgsi_set_exec_mask(machine
, 1, 1, 1, 1);
137 shader
->func( machine
,
138 (const float (*)[4])machine
->Consts
[0],
139 (const float (*)[4])shader
->immediates
,
141 /*, &machine->QuadPos*/
144 quad
->inout
.mask
&= ~(machine
->Temps
[TGSI_EXEC_TEMP_KILMASK_I
].xyzw
[TGSI_EXEC_TEMP_KILMASK_C
].u
[0]);
145 if (quad
->inout
.mask
== 0)
150 const ubyte
*sem_name
= base
->info
.output_semantic_name
;
151 const ubyte
*sem_index
= base
->info
.output_semantic_index
;
152 const uint n
= base
->info
.num_outputs
;
154 for (i
= 0; i
< n
; i
++) {
155 switch (sem_name
[i
]) {
156 case TGSI_SEMANTIC_COLOR
:
158 uint cbuf
= sem_index
[i
];
160 assert(sizeof(quad
->output
.color
[cbuf
]) ==
161 sizeof(machine
->Outputs
[i
]));
163 /* copy float[4][4] result */
164 memcpy(quad
->output
.color
[cbuf
],
165 &machine
->Outputs
[i
],
166 sizeof(quad
->output
.color
[0]) );
169 case TGSI_SEMANTIC_POSITION
:
172 for (j
= 0; j
< 4; j
++)
173 quad
->output
.depth
[j
] = machine
->Outputs
[i
].xyzw
[2].f
[j
];
176 case TGSI_SEMANTIC_STENCIL
:
179 for (j
= 0; j
< 4; j
++)
180 quad
->output
.stencil
[j
] = machine
->Outputs
[i
].xyzw
[1].f
[j
];
192 fs_sse_delete( struct sp_fragment_shader
*base
)
194 struct sp_sse_fragment_shader
*shader
= sp_sse_fragment_shader(base
);
196 x86_release_func( &shader
->sse2_program
);
201 struct sp_fragment_shader
*
202 softpipe_create_fs_sse(struct softpipe_context
*softpipe
,
203 const struct pipe_shader_state
*templ
)
205 struct sp_sse_fragment_shader
*shader
;
207 if (!softpipe
->use_sse
)
210 shader
= CALLOC_STRUCT(sp_sse_fragment_shader
);
214 x86_init_func( &shader
->sse2_program
);
216 if (!tgsi_emit_sse2( templ
->tokens
, &shader
->sse2_program
,
217 shader
->immediates
, FALSE
)) {
222 shader
->func
= (tgsi_sse2_fs_function
) x86_get_func( &shader
->sse2_program
);
224 x86_release_func( &shader
->sse2_program
);
229 shader
->base
.shader
.tokens
= NULL
; /* don't hold reference to templ->tokens */
230 shader
->base
.prepare
= fs_sse_prepare
;
231 shader
->base
.run
= fs_sse_run
;
232 shader
->base
.delete = fs_sse_delete
;
234 return &shader
->base
;
240 /* Maybe put this variant in the header file.
242 struct sp_fragment_shader
*
243 softpipe_create_fs_sse(struct softpipe_context
*softpipe
,
244 const struct pipe_shader_state
*templ
)