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3770 Serge 1
/**************************************************************************
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 *
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 * Copyright 2007 Tungsten Graphics, Inc., Cedar Park, Texas.
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 * All Rights Reserved.
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 *
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 * Permission is hereby granted, free of charge, to any person obtaining a
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 * copy of this software and associated documentation files (the
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 * "Software"), to deal in the Software without restriction, including
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 * without limitation the rights to use, copy, modify, merge, publish,
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 * distribute, sub license, and/or sell copies of the Software, and to
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 * permit persons to whom the Software is furnished to do so, subject to
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 * the following conditions:
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 *
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 * The above copyright notice and this permission notice (including the
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 * next paragraph) shall be included in all copies or substantial portions
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 * of the Software.
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 *
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 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
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 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
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 * MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT.
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 * IN NO EVENT SHALL TUNGSTEN GRAPHICS AND/OR ITS SUPPLIERS BE LIABLE FOR
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 * ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
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 * TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
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 * SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
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 *
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 **************************************************************************/
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/**
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 * Execute fragment shader using the TGSI interpreter.
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 */
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#include "sp_context.h"
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#include "sp_state.h"
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#include "sp_fs.h"
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#include "sp_quad.h"
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#include "pipe/p_state.h"
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#include "pipe/p_defines.h"
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#include "util/u_memory.h"
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#include "tgsi/tgsi_exec.h"
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#include "tgsi/tgsi_parse.h"
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/**
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 * Subclass of sp_fragment_shader_variant
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 */
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struct sp_exec_fragment_shader
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{
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   struct sp_fragment_shader_variant base;
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   /* No other members for now */
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};
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/** cast wrapper */
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static INLINE struct sp_exec_fragment_shader *
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sp_exec_fragment_shader(const struct sp_fragment_shader_variant *var)
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{
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   return (struct sp_exec_fragment_shader *) var;
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}
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static void
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exec_prepare( const struct sp_fragment_shader_variant *var,
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              struct tgsi_exec_machine *machine,
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              struct tgsi_sampler *sampler )
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{
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   /*
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    * Bind tokens/shader to the interpreter's machine state.
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    */
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   tgsi_exec_machine_bind_shader(machine,
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                                 var->tokens,
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                                 sampler);
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}
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/**
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 * Compute quad X,Y,Z,W for the four fragments in a quad.
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 *
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 * This should really be part of the compiled shader.
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 */
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static void
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setup_pos_vector(const struct tgsi_interp_coef *coef,
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                 float x, float y,
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                 struct tgsi_exec_vector *quadpos)
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{
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   uint chan;
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   /* do X */
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   quadpos->xyzw[0].f[0] = x;
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   quadpos->xyzw[0].f[1] = x + 1;
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   quadpos->xyzw[0].f[2] = x;
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   quadpos->xyzw[0].f[3] = x + 1;
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   /* do Y */
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   quadpos->xyzw[1].f[0] = y;
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   quadpos->xyzw[1].f[1] = y;
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   quadpos->xyzw[1].f[2] = y + 1;
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   quadpos->xyzw[1].f[3] = y + 1;
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   /* do Z and W for all fragments in the quad */
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   for (chan = 2; chan < 4; chan++) {
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      const float dadx = coef->dadx[chan];
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      const float dady = coef->dady[chan];
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      const float a0 = coef->a0[chan] + dadx * x + dady * y;
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      quadpos->xyzw[chan].f[0] = a0;
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      quadpos->xyzw[chan].f[1] = a0 + dadx;
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      quadpos->xyzw[chan].f[2] = a0 + dady;
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      quadpos->xyzw[chan].f[3] = a0 + dadx + dady;
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   }
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}
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/* TODO: hide the machine struct in here somewhere, remove from this
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 * interface:
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 */
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static unsigned
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exec_run( const struct sp_fragment_shader_variant *var,
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	  struct tgsi_exec_machine *machine,
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	  struct quad_header *quad )
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{
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   /* Compute X, Y, Z, W vals for this quad */
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   setup_pos_vector(quad->posCoef,
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                    (float)quad->input.x0, (float)quad->input.y0,
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                    &machine->QuadPos);
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   /* convert 0 to 1.0 and 1 to -1.0 */
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   machine->Face = (float) (quad->input.facing * -2 + 1);
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   quad->inout.mask &= tgsi_exec_machine_run( machine );
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   if (quad->inout.mask == 0)
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      return FALSE;
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   /* store outputs */
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   {
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      const ubyte *sem_name = var->info.output_semantic_name;
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      const ubyte *sem_index = var->info.output_semantic_index;
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      const uint n = var->info.num_outputs;
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      uint i;
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      for (i = 0; i < n; i++) {
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         switch (sem_name[i]) {
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         case TGSI_SEMANTIC_COLOR:
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            {
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               uint cbuf = sem_index[i];
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               assert(sizeof(quad->output.color[cbuf]) ==
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                      sizeof(machine->Outputs[i]));
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               /* copy float[4][4] result */
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               memcpy(quad->output.color[cbuf],
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                      &machine->Outputs[i],
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                      sizeof(quad->output.color[0]) );
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            }
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            break;
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         case TGSI_SEMANTIC_POSITION:
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            {
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               uint j;
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               for (j = 0; j < 4; j++)
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                  quad->output.depth[j] = machine->Outputs[i].xyzw[2].f[j];
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            }
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            break;
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         case TGSI_SEMANTIC_STENCIL:
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            {
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               uint j;
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               for (j = 0; j < 4; j++)
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                  quad->output.stencil[j] = (unsigned)machine->Outputs[i].xyzw[1].f[j];
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            }
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            break;
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         }
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      }
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   }
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   return TRUE;
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}
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static void
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exec_delete(struct sp_fragment_shader_variant *var,
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            struct tgsi_exec_machine *machine)
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{
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   if (machine->Tokens == var->tokens) {
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      tgsi_exec_machine_bind_shader(machine, NULL, NULL);
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   }
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   FREE( (void *) var->tokens );
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   FREE(var);
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}
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struct sp_fragment_shader_variant *
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softpipe_create_fs_variant_exec(struct softpipe_context *softpipe,
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                                const struct pipe_shader_state *templ)
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{
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   struct sp_exec_fragment_shader *shader;
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   shader = CALLOC_STRUCT(sp_exec_fragment_shader);
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   if (!shader)
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      return NULL;
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   shader->base.prepare = exec_prepare;
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   shader->base.run = exec_run;
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   shader->base.delete = exec_delete;
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   return &shader->base;
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}