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  1. /**************************************************************************
  2.  *
  3.  * Copyright 2007 Tungsten Graphics, Inc., Cedar Park, Texas.
  4.  * All Rights Reserved.
  5.  *
  6.  * Permission is hereby granted, free of charge, to any person obtaining a
  7.  * copy of this software and associated documentation files (the
  8.  * "Software"), to deal in the Software without restriction, including
  9.  * without limitation the rights to use, copy, modify, merge, publish,
  10.  * distribute, sub license, and/or sell copies of the Software, and to
  11.  * permit persons to whom the Software is furnished to do so, subject to
  12.  * the following conditions:
  13.  *
  14.  * The above copyright notice and this permission notice (including the
  15.  * next paragraph) shall be included in all copies or substantial portions
  16.  * of the Software.
  17.  *
  18.  * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
  19.  * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
  20.  * MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT.
  21.  * IN NO EVENT SHALL TUNGSTEN GRAPHICS AND/OR ITS SUPPLIERS BE LIABLE FOR
  22.  * ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
  23.  * TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
  24.  * SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
  25.  *
  26.  **************************************************************************/
  27.  
  28. /**
  29.  * Execute fragment shader using the TGSI interpreter.
  30.  */
  31.  
  32. #include "sp_context.h"
  33. #include "sp_state.h"
  34. #include "sp_fs.h"
  35. #include "sp_quad.h"
  36.  
  37. #include "pipe/p_state.h"
  38. #include "pipe/p_defines.h"
  39. #include "util/u_memory.h"
  40. #include "tgsi/tgsi_exec.h"
  41. #include "tgsi/tgsi_parse.h"
  42.  
  43.  
  44. /**
  45.  * Subclass of sp_fragment_shader_variant
  46.  */
  47. struct sp_exec_fragment_shader
  48. {
  49.    struct sp_fragment_shader_variant base;
  50.    /* No other members for now */
  51. };
  52.  
  53.  
  54. /** cast wrapper */
  55. static INLINE struct sp_exec_fragment_shader *
  56. sp_exec_fragment_shader(const struct sp_fragment_shader_variant *var)
  57. {
  58.    return (struct sp_exec_fragment_shader *) var;
  59. }
  60.  
  61.  
  62. static void
  63. exec_prepare( const struct sp_fragment_shader_variant *var,
  64.               struct tgsi_exec_machine *machine,
  65.               struct tgsi_sampler *sampler )
  66. {
  67.    /*
  68.     * Bind tokens/shader to the interpreter's machine state.
  69.     */
  70.    tgsi_exec_machine_bind_shader(machine,
  71.                                  var->tokens,
  72.                                  sampler);
  73. }
  74.  
  75.  
  76.  
  77. /**
  78.  * Compute quad X,Y,Z,W for the four fragments in a quad.
  79.  *
  80.  * This should really be part of the compiled shader.
  81.  */
  82. static void
  83. setup_pos_vector(const struct tgsi_interp_coef *coef,
  84.                  float x, float y,
  85.                  struct tgsi_exec_vector *quadpos)
  86. {
  87.    uint chan;
  88.    /* do X */
  89.    quadpos->xyzw[0].f[0] = x;
  90.    quadpos->xyzw[0].f[1] = x + 1;
  91.    quadpos->xyzw[0].f[2] = x;
  92.    quadpos->xyzw[0].f[3] = x + 1;
  93.  
  94.    /* do Y */
  95.    quadpos->xyzw[1].f[0] = y;
  96.    quadpos->xyzw[1].f[1] = y;
  97.    quadpos->xyzw[1].f[2] = y + 1;
  98.    quadpos->xyzw[1].f[3] = y + 1;
  99.  
  100.    /* do Z and W for all fragments in the quad */
  101.    for (chan = 2; chan < 4; chan++) {
  102.       const float dadx = coef->dadx[chan];
  103.       const float dady = coef->dady[chan];
  104.       const float a0 = coef->a0[chan] + dadx * x + dady * y;
  105.       quadpos->xyzw[chan].f[0] = a0;
  106.       quadpos->xyzw[chan].f[1] = a0 + dadx;
  107.       quadpos->xyzw[chan].f[2] = a0 + dady;
  108.       quadpos->xyzw[chan].f[3] = a0 + dadx + dady;
  109.    }
  110. }
  111.  
  112.  
  113. /* TODO: hide the machine struct in here somewhere, remove from this
  114.  * interface:
  115.  */
  116. static unsigned
  117. exec_run( const struct sp_fragment_shader_variant *var,
  118.           struct tgsi_exec_machine *machine,
  119.           struct quad_header *quad )
  120. {
  121.    /* Compute X, Y, Z, W vals for this quad */
  122.    setup_pos_vector(quad->posCoef,
  123.                     (float)quad->input.x0, (float)quad->input.y0,
  124.                     &machine->QuadPos);
  125.  
  126.    /* convert 0 to 1.0 and 1 to -1.0 */
  127.    machine->Face = (float) (quad->input.facing * -2 + 1);
  128.  
  129.    quad->inout.mask &= tgsi_exec_machine_run( machine );
  130.    if (quad->inout.mask == 0)
  131.       return FALSE;
  132.  
  133.    /* store outputs */
  134.    {
  135.       const ubyte *sem_name = var->info.output_semantic_name;
  136.       const ubyte *sem_index = var->info.output_semantic_index;
  137.       const uint n = var->info.num_outputs;
  138.       uint i;
  139.       for (i = 0; i < n; i++) {
  140.          switch (sem_name[i]) {
  141.          case TGSI_SEMANTIC_COLOR:
  142.             {
  143.                uint cbuf = sem_index[i];
  144.  
  145.                assert(sizeof(quad->output.color[cbuf]) ==
  146.                       sizeof(machine->Outputs[i]));
  147.  
  148.                /* copy float[4][4] result */
  149.                memcpy(quad->output.color[cbuf],
  150.                       &machine->Outputs[i],
  151.                       sizeof(quad->output.color[0]) );
  152.             }
  153.             break;
  154.          case TGSI_SEMANTIC_POSITION:
  155.             {
  156.                uint j;
  157.  
  158.                for (j = 0; j < 4; j++)
  159.                   quad->output.depth[j] = machine->Outputs[i].xyzw[2].f[j];
  160.             }
  161.             break;
  162.          case TGSI_SEMANTIC_STENCIL:
  163.             {
  164.                uint j;
  165.  
  166.                for (j = 0; j < 4; j++)
  167.                   quad->output.stencil[j] = (unsigned)machine->Outputs[i].xyzw[1].f[j];
  168.             }
  169.             break;
  170.          }
  171.       }
  172.    }
  173.  
  174.    return TRUE;
  175. }
  176.  
  177.  
  178. static void
  179. exec_delete(struct sp_fragment_shader_variant *var,
  180.             struct tgsi_exec_machine *machine)
  181. {
  182.    if (machine->Tokens == var->tokens) {
  183.       tgsi_exec_machine_bind_shader(machine, NULL, NULL);
  184.    }
  185.  
  186.    FREE( (void *) var->tokens );
  187.    FREE(var);
  188. }
  189.  
  190.  
  191. struct sp_fragment_shader_variant *
  192. softpipe_create_fs_variant_exec(struct softpipe_context *softpipe,
  193.                                 const struct pipe_shader_state *templ)
  194. {
  195.    struct sp_exec_fragment_shader *shader;
  196.  
  197.    shader = CALLOC_STRUCT(sp_exec_fragment_shader);
  198.    if (!shader)
  199.       return NULL;
  200.  
  201.    shader->base.prepare = exec_prepare;
  202.    shader->base.run = exec_run;
  203.    shader->base.delete = exec_delete;
  204.  
  205.    return &shader->base;
  206. }
  207.