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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 /** cast wrapper */
55 static inline struct sp_exec_fragment_shader *
sp_exec_fragment_shader(const struct sp_fragment_shader_variant * var)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
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)63 exec_prepare( const struct sp_fragment_shader_variant *var,
64               struct tgsi_exec_machine *machine,
65               struct tgsi_sampler *sampler,
66               struct tgsi_image *image,
67               struct tgsi_buffer *buffer )
68 {
69    /*
70     * Bind tokens/shader to the interpreter's machine state.
71     */
72    tgsi_exec_machine_bind_shader(machine,
73                                  var->tokens,
74                                  sampler, image, buffer);
75 }
76 
77 
78 
79 /**
80  * Compute quad X,Y,Z,W for the four fragments in a quad.
81  *
82  * This should really be part of the compiled shader.
83  */
84 static void
setup_pos_vector(const struct tgsi_interp_coef * coef,float x,float y,struct tgsi_exec_vector * quadpos)85 setup_pos_vector(const struct tgsi_interp_coef *coef,
86                  float x, float y,
87                  struct tgsi_exec_vector *quadpos)
88 {
89    uint chan;
90    /* do X */
91    quadpos->xyzw[0].f[0] = x;
92    quadpos->xyzw[0].f[1] = x + 1;
93    quadpos->xyzw[0].f[2] = x;
94    quadpos->xyzw[0].f[3] = x + 1;
95 
96    /* do Y */
97    quadpos->xyzw[1].f[0] = y;
98    quadpos->xyzw[1].f[1] = y;
99    quadpos->xyzw[1].f[2] = y + 1;
100    quadpos->xyzw[1].f[3] = y + 1;
101 
102    /* do Z and W for all fragments in the quad */
103    for (chan = 2; chan < 4; chan++) {
104       const float dadx = coef->dadx[chan];
105       const float dady = coef->dady[chan];
106       const float a0 = coef->a0[chan] + dadx * x + dady * y;
107       quadpos->xyzw[chan].f[0] = a0;
108       quadpos->xyzw[chan].f[1] = a0 + dadx;
109       quadpos->xyzw[chan].f[2] = a0 + dady;
110       quadpos->xyzw[chan].f[3] = a0 + dadx + dady;
111    }
112 }
113 
114 
115 /* TODO: hide the machine struct in here somewhere, remove from this
116  * interface:
117  */
118 static unsigned
exec_run(const struct sp_fragment_shader_variant * var,struct tgsi_exec_machine * machine,struct quad_header * quad,bool early_depth_test)119 exec_run( const struct sp_fragment_shader_variant *var,
120 	  struct tgsi_exec_machine *machine,
121 	  struct quad_header *quad,
122 	  bool early_depth_test )
123 {
124    /* Compute X, Y, Z, W vals for this quad */
125    setup_pos_vector(quad->posCoef,
126                     (float)quad->input.x0, (float)quad->input.y0,
127                     &machine->QuadPos);
128 
129    /* convert 0 to 1.0 and 1 to -1.0 */
130    machine->Face = (float) (quad->input.facing * -2 + 1);
131 
132    machine->NonHelperMask = quad->inout.mask;
133    quad->inout.mask &= tgsi_exec_machine_run( machine, 0 );
134    if (quad->inout.mask == 0)
135       return FALSE;
136 
137    /* store outputs */
138    {
139       const ubyte *sem_name = var->info.output_semantic_name;
140       const ubyte *sem_index = var->info.output_semantic_index;
141       const uint n = var->info.num_outputs;
142       uint i;
143       for (i = 0; i < n; i++) {
144          switch (sem_name[i]) {
145          case TGSI_SEMANTIC_COLOR:
146             {
147                uint cbuf = sem_index[i];
148 
149                assert(sizeof(quad->output.color[cbuf]) ==
150                       sizeof(machine->Outputs[i]));
151 
152                /* copy float[4][4] result */
153                memcpy(quad->output.color[cbuf],
154                       &machine->Outputs[i],
155                       sizeof(quad->output.color[0]) );
156             }
157             break;
158          case TGSI_SEMANTIC_POSITION:
159             {
160                uint j;
161 
162                if (!early_depth_test) {
163                   for (j = 0; j < 4; j++)
164                      quad->output.depth[j] = machine->Outputs[i].xyzw[2].f[j];
165                }
166             }
167             break;
168          case TGSI_SEMANTIC_STENCIL:
169             {
170                uint j;
171                if (!early_depth_test) {
172                   for (j = 0; j < 4; j++)
173                      quad->output.stencil[j] = (unsigned)machine->Outputs[i].xyzw[1].u[j];
174                }
175             }
176             break;
177          }
178       }
179    }
180 
181    return TRUE;
182 }
183 
184 
185 static void
exec_delete(struct sp_fragment_shader_variant * var,struct tgsi_exec_machine * machine)186 exec_delete(struct sp_fragment_shader_variant *var,
187             struct tgsi_exec_machine *machine)
188 {
189    if (machine->Tokens == var->tokens) {
190       tgsi_exec_machine_bind_shader(machine, NULL, NULL, NULL, NULL);
191    }
192 
193    FREE( (void *) var->tokens );
194    FREE(var);
195 }
196 
197 
198 struct sp_fragment_shader_variant *
softpipe_create_fs_variant_exec(struct softpipe_context * softpipe)199 softpipe_create_fs_variant_exec(struct softpipe_context *softpipe)
200 {
201    struct sp_exec_fragment_shader *shader;
202 
203    shader = CALLOC_STRUCT(sp_exec_fragment_shader);
204    if (!shader)
205       return NULL;
206 
207    shader->base.prepare = exec_prepare;
208    shader->base.run = exec_run;
209    shader->base.delete = exec_delete;
210 
211    return &shader->base;
212 }
213