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/*
* Mesa 3-D graphics library
* Version: 6.5
*
* Copyright (C) 1999-2005 Brian Paul 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, sublicense,
* 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 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 NONINFRINGEMENT. IN NO EVENT SHALL
* BRIAN PAUL 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 "pipe/p_util.h"
#include "pipe/p_defines.h"
#include "sp_context.h"
#include "sp_headers.h"
#include "sp_quad.h"
#include "sp_tex_sample.h"
struct quad_shade_stage
{
struct quad_stage stage;
struct tgsi_sampler samplers[PIPE_MAX_SAMPLERS];
struct tgsi_exec_machine machine;
struct tgsi_exec_vector *inputs, *outputs;
};
/** cast wrapper */
static INLINE struct quad_shade_stage *
quad_shade_stage(struct quad_stage *qs)
{
return (struct quad_shade_stage *) qs;
}
typedef void (XSTDCALL *codegen_function)(
const struct tgsi_exec_vector *input,
struct tgsi_exec_vector *output,
float (*constant)[4],
struct tgsi_exec_vector *temporary,
const struct tgsi_interp_coef *coef );
/* This should be done by the fragment shader execution unit (code
* generated from the decl instructions). Do it here for now.
*/
static void
shade_quad(
struct quad_stage *qs,
struct quad_header *quad )
{
struct quad_shade_stage *qss = quad_shade_stage( qs );
struct softpipe_context *softpipe = qs->softpipe;
const float fx = (float) quad->x0;
const float fy = (float) quad->y0;
struct tgsi_exec_machine *machine = &qss->machine;
uint colorOut;
/* Consts does not require 16 byte alignment. */
machine->Consts = softpipe->mapped_constants[PIPE_SHADER_FRAGMENT];
machine->InterpCoefs = quad->coef;
machine->Inputs[0].xyzw[0].f[0] = fx;
machine->Inputs[0].xyzw[0].f[1] = fx + 1.0f;
machine->Inputs[0].xyzw[0].f[2] = fx;
machine->Inputs[0].xyzw[0].f[3] = fx + 1.0f;
machine->Inputs[0].xyzw[1].f[0] = fy;
machine->Inputs[0].xyzw[1].f[1] = fy;
machine->Inputs[0].xyzw[1].f[2] = fy + 1.0f;
machine->Inputs[0].xyzw[1].f[3] = fy + 1.0f;
/* run shader */
/* XXX: Generated code effectively unusable until it handles quad->mask */
if( !quad->mask && softpipe->fs->executable != NULL ) {
codegen_function func = (codegen_function) softpipe->fs->executable;
func(
machine->Inputs,
machine->Outputs,
machine->Consts,
machine->Temps,
machine->InterpCoefs );
}
else {
quad->mask &= tgsi_exec_machine_run( machine );
}
if (qss->stage.softpipe->fs->output_semantic_name[0] == TGSI_SEMANTIC_POSITION) {
/* output[0] is new Z */
uint i;
for (i = 0; i < 4; i++) {
quad->outputs.depth[i] = machine->Outputs[0].xyzw[2].f[i];
}
colorOut = 1;
}
else {
/* pass input Z (which was interpolated by the executor) to output Z */
uint i;
for (i = 0; i < 4; i++) {
quad->outputs.depth[i] = machine->Inputs[0].xyzw[2].f[i];
}
colorOut = 0;
}
/* store result color */
/* XXX need to handle multiple color outputs someday */
assert(qss->stage.softpipe->fs->output_semantic_name[colorOut]
== TGSI_SEMANTIC_COLOR);
memcpy(
quad->outputs.color,
&machine->Outputs[colorOut].xyzw[0].f[0],
sizeof( quad->outputs.color ) );
/* shader may cull fragments */
if( quad->mask ) {
qs->next->run( qs->next, quad );
}
}
/**
* Per-primitive (or per-begin?) setup
*/
static void shade_begin(struct quad_stage *qs)
{
struct quad_shade_stage *qss = quad_shade_stage(qs);
struct softpipe_context *softpipe = qs->softpipe;
unsigned i, entry;
for (i = 0; i < PIPE_MAX_SAMPLERS; i++) {
qss->samplers[i].state = softpipe->sampler[i];
qss->samplers[i].texture = softpipe->texture[i];
qss->samplers[i].get_samples = sp_get_samples;
qss->samplers[i].pipe = &softpipe->pipe;
/* init cache info here */
for (entry = 0; entry < TEX_CACHE_NUM_ENTRIES; entry++) {
qss->samplers[i].cache[entry].x = -1;
qss->samplers[i].cache[entry].y = -1;
qss->samplers[i].cache[entry].level = -1;
qss->samplers[i].cache[entry].face = -1;
qss->samplers[i].cache[entry].zslice = -1;
}
}
/* XXX only do this if the fragment shader changes... */
tgsi_exec_machine_init(&qss->machine,
softpipe->fs->tokens,
PIPE_MAX_SAMPLERS,
qss->samplers );
if (qs->next)
qs->next->begin(qs->next);
}
struct quad_stage *sp_quad_shade_stage( struct softpipe_context *softpipe )
{
struct quad_shade_stage *qss = CALLOC_STRUCT(quad_shade_stage);
/* allocate storage for program inputs/outputs, aligned to 16 bytes */
qss->inputs = malloc(PIPE_ATTRIB_MAX * sizeof(*qss->inputs) + 16);
qss->outputs = malloc(PIPE_ATTRIB_MAX * sizeof(*qss->outputs) + 16);
qss->machine.Inputs = align16(qss->inputs);
qss->machine.Outputs = align16(qss->outputs);
qss->stage.softpipe = softpipe;
qss->stage.begin = shade_begin;
qss->stage.run = shade_quad;
return &qss->stage;
}
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