/************************************************************************** * * Copyright 2007 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. * **************************************************************************/ /** * 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_variant */ struct sp_exec_fragment_shader { struct sp_fragment_shader_variant base; /* No other members for now */ }; /** cast wrapper */ static INLINE struct sp_exec_fragment_shader * sp_exec_fragment_shader(const struct sp_fragment_shader_variant *var) { return (struct sp_exec_fragment_shader *) var; } static void exec_prepare( const struct sp_fragment_shader_variant *var, struct tgsi_exec_machine *machine, struct tgsi_sampler *sampler ) { /* * Bind tokens/shader to the interpreter's machine state. */ tgsi_exec_machine_bind_shader(machine, var->tokens, sampler); } /** * Compute quad X,Y,Z,W for the four fragments in a quad. * * This should really be part of the compiled shader. */ static void 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; } } /* TODO: hide the machine struct in here somewhere, remove from this * interface: */ static unsigned exec_run( const struct sp_fragment_shader_variant *var, struct tgsi_exec_machine *machine, struct quad_header *quad ) { /* Compute X, Y, Z, W vals for this quad */ setup_pos_vector(quad->posCoef, (float)quad->input.x0, (float)quad->input.y0, &machine->QuadPos); /* convert 0 to 1.0 and 1 to -1.0 */ machine->Face = (float) (quad->input.facing * -2 + 1); quad->inout.mask &= tgsi_exec_machine_run( machine ); if (quad->inout.mask == 0) return FALSE; /* store outputs */ { const ubyte *sem_name = var->info.output_semantic_name; const ubyte *sem_index = var->info.output_semantic_index; const uint n = var->info.num_outputs; uint i; for (i = 0; i < n; i++) { switch (sem_name[i]) { case TGSI_SEMANTIC_COLOR: { uint cbuf = sem_index[i]; assert(sizeof(quad->output.color[cbuf]) == sizeof(machine->Outputs[i])); /* copy float[4][4] result */ memcpy(quad->output.color[cbuf], &machine->Outputs[i], sizeof(quad->output.color[0]) ); } break; case TGSI_SEMANTIC_POSITION: { uint j; for (j = 0; j < 4; j++) quad->output.depth[j] = machine->Outputs[i].xyzw[2].f[j]; } break; case TGSI_SEMANTIC_STENCIL: { uint j; for (j = 0; j < 4; j++) quad->output.stencil[j] = (unsigned)machine->Outputs[i].xyzw[1].u[j]; } break; } } } return TRUE; } static void exec_delete(struct sp_fragment_shader_variant *var, struct tgsi_exec_machine *machine) { if (machine->Tokens == var->tokens) { tgsi_exec_machine_bind_shader(machine, NULL, NULL); } FREE( (void *) var->tokens ); FREE(var); } struct sp_fragment_shader_variant * softpipe_create_fs_variant_exec(struct softpipe_context *softpipe) { struct sp_exec_fragment_shader *shader; shader = CALLOC_STRUCT(sp_exec_fragment_shader); if (!shader) return NULL; shader->base.prepare = exec_prepare; shader->base.run = exec_run; shader->base.delete = exec_delete; return &shader->base; }