165 lines
4.5 KiB
C
165 lines
4.5 KiB
C
/**************************************************************************
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*
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* Copyright 2007 Tungsten Graphics, Inc., Cedar Park, Texas.
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* All Rights Reserved.
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*
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* Permission is hereby granted, free of charge, to any person obtaining a
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* copy of this software and associated documentation files (the
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* "Software"), to deal in the Software without restriction, including
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* without limitation the rights to use, copy, modify, merge, publish,
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* distribute, sub license, and/or sell copies of the Software, and to
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* permit persons to whom the Software is furnished to do so, subject to
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* the following conditions:
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*
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* The above copyright notice and this permission notice (including the
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* next paragraph) shall be included in all copies or substantial portions
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* of the Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
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* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
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* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT.
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* IN NO EVENT SHALL TUNGSTEN GRAPHICS AND/OR ITS SUPPLIERS BE LIABLE FOR
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* ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
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* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
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* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
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*
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**************************************************************************/
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#include "sp_context.h"
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#include "sp_state.h"
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#include "sp_fs.h"
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#include "sp_headers.h"
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#include "pipe/p_state.h"
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#include "pipe/p_defines.h"
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#include "util/u_memory.h"
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#include "pipe/p_inlines.h"
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#include "tgsi/tgsi_exec.h"
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#include "tgsi/tgsi_parse.h"
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struct sp_exec_fragment_shader
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{
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struct sp_fragment_shader base;
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};
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/** cast wrapper */
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static INLINE struct sp_exec_fragment_shader *
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sp_exec_fragment_shader(const struct sp_fragment_shader *base)
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{
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return (struct sp_exec_fragment_shader *) base;
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}
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/**
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* Compute quad X,Y,Z,W for the four fragments in a quad.
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*
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* This should really be part of the compiled shader.
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*/
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void
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sp_setup_pos_vector(const struct tgsi_interp_coef *coef,
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float x, float y,
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struct tgsi_exec_vector *quadpos)
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{
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uint chan;
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/* do X */
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quadpos->xyzw[0].f[0] = x;
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quadpos->xyzw[0].f[1] = x + 1;
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quadpos->xyzw[0].f[2] = x;
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quadpos->xyzw[0].f[3] = x + 1;
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/* do Y */
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quadpos->xyzw[1].f[0] = y;
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quadpos->xyzw[1].f[1] = y;
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quadpos->xyzw[1].f[2] = y + 1;
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quadpos->xyzw[1].f[3] = y + 1;
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/* do Z and W for all fragments in the quad */
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for (chan = 2; chan < 4; chan++) {
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const float dadx = coef->dadx[chan];
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const float dady = coef->dady[chan];
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const float a0 = coef->a0[chan] + dadx * x + dady * y;
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quadpos->xyzw[chan].f[0] = a0;
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quadpos->xyzw[chan].f[1] = a0 + dadx;
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quadpos->xyzw[chan].f[2] = a0 + dady;
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quadpos->xyzw[chan].f[3] = a0 + dadx + dady;
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}
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}
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static void
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exec_prepare( const struct sp_fragment_shader *base,
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struct tgsi_exec_machine *machine,
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struct tgsi_sampler *samplers )
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{
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/*
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* Bind tokens/shader to the interpreter's machine state.
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* Avoid redundant binding.
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*/
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if (machine->Tokens != base->shader.tokens) {
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tgsi_exec_machine_bind_shader( machine,
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base->shader.tokens,
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PIPE_MAX_SAMPLERS,
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samplers );
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}
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}
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/* TODO: hide the machine struct in here somewhere, remove from this
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* interface:
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*/
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static unsigned
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exec_run( const struct sp_fragment_shader *base,
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struct tgsi_exec_machine *machine,
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struct quad_header *quad )
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{
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/* Compute X, Y, Z, W vals for this quad */
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sp_setup_pos_vector(quad->posCoef,
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(float)quad->input.x0, (float)quad->input.y0,
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&machine->QuadPos);
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return tgsi_exec_machine_run( machine );
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}
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static void
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exec_delete( struct sp_fragment_shader *base )
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{
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FREE((void *) base->shader.tokens);
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FREE(base);
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}
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struct sp_fragment_shader *
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softpipe_create_fs_exec(struct softpipe_context *softpipe,
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const struct pipe_shader_state *templ)
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{
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struct sp_exec_fragment_shader *shader;
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/* Decide whether we'll be codegenerating this shader and if so do
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* that now.
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*/
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shader = CALLOC_STRUCT(sp_exec_fragment_shader);
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if (!shader)
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return NULL;
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/* we need to keep a local copy of the tokens */
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shader->base.shader.tokens = tgsi_dup_tokens(templ->tokens);
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shader->base.prepare = exec_prepare;
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shader->base.run = exec_run;
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shader->base.delete = exec_delete;
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return &shader->base;
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}
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