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/**************************************************************************
*
* 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.
*
**************************************************************************/
#include "sp_context.h"
#include "sp_state.h"
#include "sp_fs.h"
#include "sp_texture.h"
#include "pipe/p_defines.h"
#include "util/u_memory.h"
#include "util/u_inlines.h"
#include "util/u_pstipple.h"
#include "draw/draw_context.h"
#include "draw/draw_vs.h"
#include "draw/draw_gs.h"
#include "tgsi/tgsi_dump.h"
#include "tgsi/tgsi_scan.h"
#include "tgsi/tgsi_parse.h"
/**
* Create a new fragment shader variant.
*/
static struct sp_fragment_shader_variant *
create_fs_variant(struct softpipe_context *softpipe,
struct sp_fragment_shader *fs,
const struct sp_fragment_shader_variant_key *key)
{
struct sp_fragment_shader_variant *var;
struct pipe_shader_state *curfs = &fs->shader;
/* codegen, create variant object */
var = softpipe_create_fs_variant_exec(softpipe);
if (var) {
var->key = *key;
#if DO_PSTIPPLE_IN_HELPER_MODULE
if (key->polygon_stipple) {
/* get new shader that implements polygon stippling */
var->tokens =
util_pstipple_create_fragment_shader(curfs->tokens,
&var->stipple_sampler_unit);
}
else
#endif
{
var->tokens = tgsi_dup_tokens(curfs->tokens);
var->stipple_sampler_unit = 0;
}
tgsi_scan_shader(var->tokens, &var->info);
/* See comments elsewhere about draw fragment shaders */
#if 0
/* draw's fs state */
var->draw_shader = draw_create_fragment_shader(softpipe->draw,
&fs->shader);
if (!var->draw_shader) {
var->delete(var);
FREE((void *) var->tokens);
return NULL;
}
#endif
/* insert variant into linked list */
var->next = fs->variants;
fs->variants = var;
}
return var;
}
struct sp_fragment_shader_variant *
softpipe_find_fs_variant(struct softpipe_context *sp,
struct sp_fragment_shader *fs,
const struct sp_fragment_shader_variant_key *key)
{
struct sp_fragment_shader_variant *var;
for (var = fs->variants; var; var = var->next) {
if (memcmp(&var->key, key, sizeof(*key)) == 0) {
/* found it */
return var;
}
}
return create_fs_variant(sp, fs, key);
}
static void *
softpipe_create_fs_state(struct pipe_context *pipe,
const struct pipe_shader_state *templ)
{
struct softpipe_context *softpipe = softpipe_context(pipe);
struct sp_fragment_shader *state = CALLOC_STRUCT(sp_fragment_shader);
/* debug */
if (softpipe->dump_fs)
tgsi_dump(templ->tokens, 0);
/* we need to keep a local copy of the tokens */
state->shader.tokens = tgsi_dup_tokens(templ->tokens);
/* draw's fs state */
state->draw_shader = draw_create_fragment_shader(softpipe->draw,
&state->shader);
if (!state->draw_shader) {
tgsi_free_tokens(state->shader.tokens);
FREE(state);
return NULL;
}
return state;
}
static void
softpipe_bind_fs_state(struct pipe_context *pipe, void *fs)
{
struct softpipe_context *softpipe = softpipe_context(pipe);
struct sp_fragment_shader *state = (struct sp_fragment_shader *) fs;
if (softpipe->fs == fs)
return;
draw_flush(softpipe->draw);
softpipe->fs = fs;
/* This depends on the current fragment shader and must always be
* re-validated before use.
*/
softpipe->fs_variant = NULL;
if (state)
draw_bind_fragment_shader(softpipe->draw,
state->draw_shader);
else
draw_bind_fragment_shader(softpipe->draw, NULL);
softpipe->dirty |= SP_NEW_FS;
}
static void
softpipe_delete_fs_state(struct pipe_context *pipe, void *fs)
{
struct softpipe_context *softpipe = softpipe_context(pipe);
struct sp_fragment_shader *state = fs;
struct sp_fragment_shader_variant *var, *next_var;
assert(fs != softpipe->fs);
/* delete variants */
for (var = state->variants; var; var = next_var) {
next_var = var->next;
assert(var != softpipe->fs_variant);
/* See comments elsewhere about draw fragment shaders */
#if 0
draw_delete_fragment_shader(softpipe->draw, var->draw_shader);
#endif
var->delete(var, softpipe->fs_machine);
}
draw_delete_fragment_shader(softpipe->draw, state->draw_shader);
tgsi_free_tokens(state->shader.tokens);
FREE(state);
}
static void *
softpipe_create_vs_state(struct pipe_context *pipe,
const struct pipe_shader_state *templ)
{
struct softpipe_context *softpipe = softpipe_context(pipe);
struct sp_vertex_shader *state;
state = CALLOC_STRUCT(sp_vertex_shader);
if (state == NULL )
goto fail;
/* copy shader tokens, the ones passed in will go away.
*/
state->shader.tokens = tgsi_dup_tokens(templ->tokens);
if (state->shader.tokens == NULL)
goto fail;
state->draw_data = draw_create_vertex_shader(softpipe->draw, templ);
if (state->draw_data == NULL)
goto fail;
state->max_sampler = state->draw_data->info.file_max[TGSI_FILE_SAMPLER];
return state;
fail:
if (state) {
tgsi_free_tokens(state->shader.tokens);
FREE( state->draw_data );
FREE( state );
}
return NULL;
}
static void
softpipe_bind_vs_state(struct pipe_context *pipe, void *vs)
{
struct softpipe_context *softpipe = softpipe_context(pipe);
softpipe->vs = (struct sp_vertex_shader *) vs;
draw_bind_vertex_shader(softpipe->draw,
(softpipe->vs ? softpipe->vs->draw_data : NULL));
softpipe->dirty |= SP_NEW_VS;
}
static void
softpipe_delete_vs_state(struct pipe_context *pipe, void *vs)
{
struct softpipe_context *softpipe = softpipe_context(pipe);
struct sp_vertex_shader *state = (struct sp_vertex_shader *) vs;
draw_delete_vertex_shader(softpipe->draw, state->draw_data);
tgsi_free_tokens(state->shader.tokens);
FREE( state );
}
static void *
softpipe_create_gs_state(struct pipe_context *pipe,
const struct pipe_shader_state *templ)
{
struct softpipe_context *softpipe = softpipe_context(pipe);
struct sp_geometry_shader *state;
state = CALLOC_STRUCT(sp_geometry_shader);
if (state == NULL )
goto fail;
state->shader = *templ;
if (templ->tokens) {
/* debug */
if (softpipe->dump_gs)
tgsi_dump(templ->tokens, 0);
/* copy shader tokens, the ones passed in will go away.
*/
state->shader.tokens = tgsi_dup_tokens(templ->tokens);
if (state->shader.tokens == NULL)
goto fail;
state->draw_data = draw_create_geometry_shader(softpipe->draw, templ);
if (state->draw_data == NULL)
goto fail;
state->max_sampler = state->draw_data->info.file_max[TGSI_FILE_SAMPLER];
}
return state;
fail:
if (state) {
tgsi_free_tokens(state->shader.tokens);
FREE( state->draw_data );
FREE( state );
}
return NULL;
}
static void
softpipe_bind_gs_state(struct pipe_context *pipe, void *gs)
{
struct softpipe_context *softpipe = softpipe_context(pipe);
softpipe->gs = (struct sp_geometry_shader *)gs;
draw_bind_geometry_shader(softpipe->draw,
(softpipe->gs ? softpipe->gs->draw_data : NULL));
softpipe->dirty |= SP_NEW_GS;
}
static void
softpipe_delete_gs_state(struct pipe_context *pipe, void *gs)
{
struct softpipe_context *softpipe = softpipe_context(pipe);
struct sp_geometry_shader *state =
(struct sp_geometry_shader *)gs;
draw_delete_geometry_shader(softpipe->draw,
(state) ? state->draw_data : 0);
tgsi_free_tokens(state->shader.tokens);
FREE(state);
}
static void
softpipe_set_constant_buffer(struct pipe_context *pipe,
uint shader, uint index,
struct pipe_constant_buffer *cb)
{
struct softpipe_context *softpipe = softpipe_context(pipe);
struct pipe_resource *constants = cb ? cb->buffer : NULL;
unsigned size;
const void *data;
assert(shader < PIPE_SHADER_TYPES);
if (cb && cb->user_buffer) {
constants = softpipe_user_buffer_create(pipe->screen,
(void *) cb->user_buffer,
cb->buffer_size,
PIPE_BIND_CONSTANT_BUFFER);
}
size = cb ? cb->buffer_size : 0;
data = constants ? softpipe_resource_data(constants) : NULL;
if (data)
data = (const char *) data + cb->buffer_offset;
draw_flush(softpipe->draw);
/* note: reference counting */
pipe_resource_reference(&softpipe->constants[shader][index], constants);
if (shader == PIPE_SHADER_VERTEX || shader == PIPE_SHADER_GEOMETRY) {
draw_set_mapped_constant_buffer(softpipe->draw, shader, index, data, size);
}
softpipe->mapped_constants[shader][index] = data;
softpipe->const_buffer_size[shader][index] = size;
softpipe->dirty |= SP_NEW_CONSTANTS;
if (cb && cb->user_buffer) {
pipe_resource_reference(&constants, NULL);
}
}
void
softpipe_init_shader_funcs(struct pipe_context *pipe)
{
pipe->create_fs_state = softpipe_create_fs_state;
pipe->bind_fs_state = softpipe_bind_fs_state;
pipe->delete_fs_state = softpipe_delete_fs_state;
pipe->create_vs_state = softpipe_create_vs_state;
pipe->bind_vs_state = softpipe_bind_vs_state;
pipe->delete_vs_state = softpipe_delete_vs_state;
pipe->create_gs_state = softpipe_create_gs_state;
pipe->bind_gs_state = softpipe_bind_gs_state;
pipe->delete_gs_state = softpipe_delete_gs_state;
pipe->set_constant_buffer = softpipe_set_constant_buffer;
}
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