• Home
  • Line#
  • Scopes#
  • Navigate#
  • Raw
  • Download
1 /**************************************************************************
2  *
3  * Copyright 2007 VMware, Inc.
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 VMWARE 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 static void
exec_prepare(const struct sp_fragment_shader_variant * var,struct tgsi_exec_machine * machine,struct tgsi_sampler * sampler,struct tgsi_image * image,struct tgsi_buffer * buffer)55 exec_prepare( const struct sp_fragment_shader_variant *var,
56               struct tgsi_exec_machine *machine,
57               struct tgsi_sampler *sampler,
58               struct tgsi_image *image,
59               struct tgsi_buffer *buffer )
60 {
61    /*
62     * Bind tokens/shader to the interpreter's machine state.
63     */
64    tgsi_exec_machine_bind_shader(machine,
65                                  var->tokens,
66                                  sampler, image, buffer);
67 }
68 
69 
70 
71 /**
72  * Compute quad X,Y,Z,W for the four fragments in a quad.
73  *
74  * This should really be part of the compiled shader.
75  */
76 static void
setup_pos_vector(const struct tgsi_interp_coef * coef,float x,float y,struct tgsi_exec_vector * quadpos)77 setup_pos_vector(const struct tgsi_interp_coef *coef,
78                  float x, float y,
79                  struct tgsi_exec_vector *quadpos)
80 {
81    uint chan;
82    /* do X */
83    quadpos->xyzw[0].f[0] = x;
84    quadpos->xyzw[0].f[1] = x + 1;
85    quadpos->xyzw[0].f[2] = x;
86    quadpos->xyzw[0].f[3] = x + 1;
87 
88    /* do Y */
89    quadpos->xyzw[1].f[0] = y;
90    quadpos->xyzw[1].f[1] = y;
91    quadpos->xyzw[1].f[2] = y + 1;
92    quadpos->xyzw[1].f[3] = y + 1;
93 
94    /* do Z and W for all fragments in the quad */
95    for (chan = 2; chan < 4; chan++) {
96       const float dadx = coef->dadx[chan];
97       const float dady = coef->dady[chan];
98       const float a0 = coef->a0[chan] + dadx * x + dady * y;
99       quadpos->xyzw[chan].f[0] = a0;
100       quadpos->xyzw[chan].f[1] = a0 + dadx;
101       quadpos->xyzw[chan].f[2] = a0 + dady;
102       quadpos->xyzw[chan].f[3] = a0 + dadx + dady;
103    }
104 }
105 
106 
107 /* TODO: hide the machine struct in here somewhere, remove from this
108  * interface:
109  */
110 static unsigned
exec_run(const struct sp_fragment_shader_variant * var,struct tgsi_exec_machine * machine,struct quad_header * quad,bool early_depth_test)111 exec_run( const struct sp_fragment_shader_variant *var,
112 	  struct tgsi_exec_machine *machine,
113 	  struct quad_header *quad,
114 	  bool early_depth_test )
115 {
116    /* Compute X, Y, Z, W vals for this quad */
117    setup_pos_vector(quad->posCoef,
118                     (float)quad->input.x0, (float)quad->input.y0,
119                     &machine->QuadPos);
120 
121    /* convert 0 to 1.0 and 1 to -1.0 */
122    machine->Face = (float) (quad->input.facing * -2 + 1);
123 
124    machine->NonHelperMask = quad->inout.mask;
125    quad->inout.mask &= tgsi_exec_machine_run( machine, 0 );
126    if (quad->inout.mask == 0)
127       return FALSE;
128 
129    /* store outputs */
130    {
131       const ubyte *sem_name = var->info.output_semantic_name;
132       const ubyte *sem_index = var->info.output_semantic_index;
133       const uint n = var->info.num_outputs;
134       uint i;
135       for (i = 0; i < n; i++) {
136          switch (sem_name[i]) {
137          case TGSI_SEMANTIC_COLOR:
138             {
139                uint cbuf = sem_index[i];
140 
141                assert(sizeof(quad->output.color[cbuf]) ==
142                       sizeof(machine->Outputs[i]));
143 
144                /* copy float[4][4] result */
145                memcpy(quad->output.color[cbuf],
146                       &machine->Outputs[i],
147                       sizeof(quad->output.color[0]) );
148             }
149             break;
150          case TGSI_SEMANTIC_POSITION:
151             {
152                uint j;
153 
154                if (!early_depth_test) {
155                   for (j = 0; j < 4; j++)
156                      quad->output.depth[j] = machine->Outputs[i].xyzw[2].f[j];
157                }
158             }
159             break;
160          case TGSI_SEMANTIC_STENCIL:
161             {
162                uint j;
163                if (!early_depth_test) {
164                   for (j = 0; j < 4; j++)
165                      quad->output.stencil[j] = (unsigned)machine->Outputs[i].xyzw[1].u[j];
166                }
167             }
168             break;
169          }
170       }
171    }
172 
173    return TRUE;
174 }
175 
176 
177 static void
exec_delete(struct sp_fragment_shader_variant * var,struct tgsi_exec_machine * machine)178 exec_delete(struct sp_fragment_shader_variant *var,
179             struct tgsi_exec_machine *machine)
180 {
181    if (machine->Tokens == var->tokens) {
182       tgsi_exec_machine_bind_shader(machine, NULL, NULL, NULL, NULL);
183    }
184 
185    FREE( (void *) var->tokens );
186    FREE(var);
187 }
188 
189 
190 struct sp_fragment_shader_variant *
softpipe_create_fs_variant_exec(struct softpipe_context * softpipe)191 softpipe_create_fs_variant_exec(struct softpipe_context *softpipe)
192 {
193    struct sp_exec_fragment_shader *shader;
194 
195    shader = CALLOC_STRUCT(sp_exec_fragment_shader);
196    if (!shader)
197       return NULL;
198 
199    shader->base.prepare = exec_prepare;
200    shader->base.run = exec_run;
201    shader->base.delete = exec_delete;
202 
203    return &shader->base;
204 }
205