/************************************************************************** * * Copyright 2009 VMware, Inc. * 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 VMWARE 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. * **************************************************************************/ #include "util/u_memory.h" #include "lp_state.h" #include "lp_quad.h" #include "lp_rast.h" struct lp_rasterizer *lp_rast_create( void ) { return CALLOC_STRUCT(lp_rasterizer); } void lp_rast_bind_surfaces( struct lp_rasterizer *, struct pipe_surface *color, struct pipe_surface *zstencil, const float *clear_color, double clear_depth, unsigned clear_stencil) { pipe_surface_reference(&rast->state.color, color); pipe_surface_reference(&rast->state.depth, depth); rast->state.clear_color = util_pack_8888(clear_color); rast->state.clear_depth = clear_depth * 0xffffffff; rast->state.clear_stencil = clear_stencil; } /* Begining of each tile: */ void lp_rast_start_tile( struct lp_rasterizer *, unsigned x, unsigned y ) { rast->x = x; rast->y = y; } void lp_rast_clear_color( struct lp_rasterizer *rast ) { const unsigned clear_color = rast->state.clear_color; unsigned i, j; for (i = 0; i < TILESIZE; i++) for (j = 0; j < TILESIZE; j++) rast->tile[i][j] = clear_color; } void lp_rast_clear_depth( struct lp_rasterizer *rast ) { const unsigned clear_depth = rast->state.clear_depth; unsigned i, j; for (i = 0; i < TILESIZE; i++) for (j = 0; j < TILESIZE; j++) rast->tile[i][j] = clear_depth; } void lp_rast_clear_stencil( struct lp_rasterizer *rast ) { const unsigned clear_stencil = rast->state.clear_stencil; memset(rast->tile.stencil, clear_stencil, sizeof rast->tile.stencil ); } void lp_rast_load_color( struct lp_rasterizer *rast ) { /* call u_tile func to load colors from surface */ } void lp_rast_load_zstencil( struct lp_rasterizer *rast ) { /* call u_tile func to load depth (and stencil?) from surface */ } /* Within a tile: */ void lp_rast_set_state( struct lp_rasterizer *rast, const struct lp_rast_state *state ) { rast->shader_state = state; lp->quad.first->begin( lp->quad.first ); } void lp_rast_shade_tile( struct lp_rasterizer *rast, const struct lp_rast_shader_inputs *inputs ) { /* Set up the silly quad coef pointers */ for (i = 0; i < 4; i++) { rast->quads[i].posCoef = &inputs->posCoef; rast->quads[i].coef = inputs->coef; } /* Use the existing preference for 8x2 (four quads) shading: */ for (i = 0; i < TILESIZE; i += 8) { for (j = 0; j < TILESIZE; j += 2) { rast->shader_state.shade( inputs->jc, rast->x + i, rast->y + j, rast->quads, 4 ); } } } void lp_rast_shade_quads( const struct lp_rast_state *state, struct lp_rast_tile *tile, struct quad_header **quads, unsigned nr ) { struct lp_fragment_shader *fs = llvmpipe->fs; struct quad_header *quad = quads[0]; const unsigned x = quad->input.x0; const unsigned y = quad->input.y0; uint8_t *color; uint8_t *depth; uint32_t ALIGN16_ATTRIB mask[4][NUM_CHANNELS]; unsigned chan_index; unsigned q; /* Sanity checks */ assert(nr * QUAD_SIZE == TILE_VECTOR_HEIGHT * TILE_VECTOR_WIDTH); assert(x % TILE_VECTOR_WIDTH == 0); assert(y % TILE_VECTOR_HEIGHT == 0); for (q = 0; q < nr; ++q) { assert(quads[q]->input.x0 == x + q*2); assert(quads[q]->input.y0 == y); } /* mask */ for (q = 0; q < 4; ++q) for (chan_index = 0; chan_index < NUM_CHANNELS; ++chan_index) mask[q][chan_index] = quads[q]->inout.mask & (1 << chan_index) ? ~0 : 0; /* color buffer */ color = &TILE_PIXEL(tile->color, x, y, 0); /* depth buffer */ assert((x % 2) == 0); assert((y % 2) == 0); depth = (uint8_t)*tile->depth + y*TILE_SIZE*4 + 2*x*4; /* XXX: This will most likely fail on 32bit x86 without -mstackrealign */ assert(lp_check_alignment(mask, 16)); assert(lp_check_alignment(depth, 16)); assert(lp_check_alignment(color, 16)); assert(lp_check_alignment(state->jc.blend_color, 16)); /* run shader */ state->jit_function( &state->jc, x, y, quad->coef->a0, quad->coef->dadx, quad->coef->dady, &mask[0][0], color, depth); } /* End of tile: */ void lp_rast_store_color( struct lp_rasterizer *rast ) { /* call u_tile func to store colors to surface */ } void lp_rast_store_zstencil( struct lp_rasterizer *rast ) { /* call u_tile func to store depth/stencil to surface */ } /* Shutdown: */ void lp_rast_destroy( struct lp_rasterizer *rast ) { FREE(rast); }