/************************************************************************** * * Copyright 2007 Tungsten Graphics, Inc., Cedar Park, Texas. * All Rights Reserved. * Copyright 2008 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 TUNGSTEN GRAPHICS 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. * **************************************************************************/ /* Vertices are just an array of floats, with all the attributes * packed. We currently assume a layout like: * * attr[0][0..3] - window position * attr[1..n][0..3] - remaining attributes. * * Attributes are assumed to be 4 floats wide but are packed so that * all the enabled attributes run contiguously. */ #include "util/u_math.h" #include "util/u_memory.h" #include "pipe/p_defines.h" #include "pipe/p_shader_tokens.h" #include "sp_context.h" #include "sp_state.h" #include "sp_quad.h" #include "sp_quad_pipe.h" struct quad_shade_stage { struct quad_stage stage; /**< base class */ /* no other fields at this time */ }; /** cast wrapper */ static INLINE struct quad_shade_stage * quad_shade_stage(struct quad_stage *qs) { return (struct quad_shade_stage *) qs; } /** * Execute fragment shader for the four fragments in the quad. * \return TRUE if quad is alive, FALSE if all four pixels are killed */ static INLINE boolean shade_quad(struct quad_stage *qs, struct quad_header *quad) { struct softpipe_context *softpipe = qs->softpipe; struct tgsi_exec_machine *machine = softpipe->fs_machine; if (softpipe->active_statistics_queries) { softpipe->pipeline_statistics.ps_invocations += util_bitcount(quad->inout.mask); } /* run shader */ machine->flatshade_color = softpipe->rasterizer->flatshade ? TRUE : FALSE; return softpipe->fs_variant->run( softpipe->fs_variant, machine, quad ); } static void coverage_quad(struct quad_stage *qs, struct quad_header *quad) { struct softpipe_context *softpipe = qs->softpipe; uint cbuf; /* loop over colorbuffer outputs */ for (cbuf = 0; cbuf < softpipe->framebuffer.nr_cbufs; cbuf++) { float (*quadColor)[4] = quad->output.color[cbuf]; unsigned j; for (j = 0; j < TGSI_QUAD_SIZE; j++) { assert(quad->input.coverage[j] >= 0.0); assert(quad->input.coverage[j] <= 1.0); quadColor[3][j] *= quad->input.coverage[j]; } } } /** * Shade/write an array of quads * Called via quad_stage::run() */ static void shade_quads(struct quad_stage *qs, struct quad_header *quads[], unsigned nr) { struct softpipe_context *softpipe = qs->softpipe; struct tgsi_exec_machine *machine = softpipe->fs_machine; unsigned i, nr_quads = 0; tgsi_exec_set_constant_buffers(machine, PIPE_MAX_CONSTANT_BUFFERS, softpipe->mapped_constants[PIPE_SHADER_FRAGMENT], softpipe->const_buffer_size[PIPE_SHADER_FRAGMENT]); machine->InterpCoefs = quads[0]->coef; for (i = 0; i < nr; i++) { /* Only omit this quad from the output list if all the fragments * are killed _AND_ it's not the first quad in the list. * The first quad is special in the (optimized) depth-testing code: * the quads' Z coordinates are step-wise interpolated with respect * to the first quad in the list. * For multi-pass algorithms we need to produce exactly the same * Z values in each pass. If interpolation starts with different quads * we can get different Z values for the same (x,y). */ if (!shade_quad(qs, quads[i]) && i > 0) continue; /* quad totally culled/killed */ if (/*do_coverage*/ 0) coverage_quad( qs, quads[i] ); quads[nr_quads++] = quads[i]; } if (nr_quads) qs->next->run(qs->next, quads, nr_quads); } /** * Per-primitive (or per-begin?) setup */ static void shade_begin(struct quad_stage *qs) { qs->next->begin(qs->next); } static void shade_destroy(struct quad_stage *qs) { FREE( qs ); } struct quad_stage * sp_quad_shade_stage( struct softpipe_context *softpipe ) { struct quad_shade_stage *qss = CALLOC_STRUCT(quad_shade_stage); if (!qss) goto fail; qss->stage.softpipe = softpipe; qss->stage.begin = shade_begin; qss->stage.run = shade_quads; qss->stage.destroy = shade_destroy; return &qss->stage; fail: FREE(qss); return NULL; }