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