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 */ 47struct sp_exec_fragment_shader 48{ 49 struct sp_fragment_shader_variant base; 50 /* No other members for now */ 51}; 52 53 54static void 55exec_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 */ 76static void 77setup_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 */ 110static unsigned 111exec_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 177static void 178exec_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 190struct sp_fragment_shader_variant * 191softpipe_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