1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
|
/**************************************************************************
*
* Copyright 2007 Tungsten Graphics, Inc., Cedar Park, Texas.
* 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.
*
**************************************************************************/
/**
* Execute fragment shader using runtime SSE code generation.
*/
#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_sse2.h"
#if defined(PIPE_ARCH_X86)
#include "rtasm/rtasm_x86sse.h"
/**
* Subclass of sp_fragment_shader_variant
*/
struct sp_sse_fragment_shader
{
struct sp_fragment_shader_variant base;
struct x86_function sse2_program;
tgsi_sse2_fs_function func;
float immediates[TGSI_EXEC_NUM_IMMEDIATES][4];
};
/** cast wrapper */
static INLINE struct sp_sse_fragment_shader *
sp_sse_fragment_shader(const struct sp_fragment_shader_variant *base)
{
return (struct sp_sse_fragment_shader *) base;
}
static void
fs_sse_prepare( const struct sp_fragment_shader_variant *base,
struct tgsi_exec_machine *machine,
struct tgsi_sampler **samplers )
{
machine->Samplers = samplers;
}
/**
* 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: codegenerate the whole run function, skip this wrapper.
* TODO: break dependency on tgsi_exec_machine struct
* TODO: push Position calculation into the generated shader
* TODO: process >1 quad at a time
*/
static unsigned
fs_sse_run( const struct sp_fragment_shader_variant *base,
struct tgsi_exec_machine *machine,
struct quad_header *quad )
{
struct sp_sse_fragment_shader *shader = sp_sse_fragment_shader(base);
/* Compute X, Y, Z, W vals for this quad -- place in temp[0] for now */
setup_pos_vector(quad->posCoef,
(float)quad->input.x0, (float)quad->input.y0,
machine->Temps);
/* init kill mask */
tgsi_set_kill_mask(machine, 0x0);
tgsi_set_exec_mask(machine, 1, 1, 1, 1);
shader->func( machine,
(const float (*)[4])machine->Consts[0],
(const float (*)[4])shader->immediates,
machine->InterpCoefs
/*, &machine->QuadPos*/
);
quad->inout.mask &= ~(machine->Temps[TGSI_EXEC_TEMP_KILMASK_I].xyzw[TGSI_EXEC_TEMP_KILMASK_C].u[0]);
if (quad->inout.mask == 0)
return FALSE;
/* store outputs */
{
const ubyte *sem_name = base->info.output_semantic_name;
const ubyte *sem_index = base->info.output_semantic_index;
const uint n = base->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] = machine->Outputs[i].xyzw[1].f[j];
}
break;
}
}
}
return TRUE;
}
static void
fs_sse_delete( struct sp_fragment_shader_variant *base )
{
struct sp_sse_fragment_shader *shader = sp_sse_fragment_shader(base);
x86_release_func( &shader->sse2_program );
FREE(shader);
}
struct sp_fragment_shader_variant *
softpipe_create_fs_variant_sse(struct softpipe_context *softpipe,
const struct pipe_shader_state *templ)
{
struct sp_sse_fragment_shader *shader;
if (!softpipe->use_sse)
return NULL;
shader = CALLOC_STRUCT(sp_sse_fragment_shader);
if (!shader)
return NULL;
x86_init_func( &shader->sse2_program );
if (!tgsi_emit_sse2( templ->tokens, &shader->sse2_program,
shader->immediates, FALSE )) {
FREE(shader);
return NULL;
}
shader->func = (tgsi_sse2_fs_function) x86_get_func( &shader->sse2_program );
if (!shader->func) {
x86_release_func( &shader->sse2_program );
FREE(shader);
return NULL;
}
shader->base.prepare = fs_sse_prepare;
shader->base.run = fs_sse_run;
shader->base.delete = fs_sse_delete;
return &shader->base;
}
#else
/* Maybe put this variant in the header file.
*/
struct sp_fragment_shader_variant *
softpipe_create_fs_variant_sse(struct softpipe_context *softpipe,
const struct pipe_shader_state *templ)
{
return NULL;
}
#endif
|