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Diffstat (limited to 'src/gallium/drivers/llvmpipe/lp_state_fs.c')
-rw-r--r--src/gallium/drivers/llvmpipe/lp_state_fs.c103
1 files changed, 96 insertions, 7 deletions
diff --git a/src/gallium/drivers/llvmpipe/lp_state_fs.c b/src/gallium/drivers/llvmpipe/lp_state_fs.c
index 5bd0d7b982..a9b2d48244 100644
--- a/src/gallium/drivers/llvmpipe/lp_state_fs.c
+++ b/src/gallium/drivers/llvmpipe/lp_state_fs.c
@@ -26,6 +26,38 @@
*
**************************************************************************/
+/**
+ * @file
+ * Code generate the whole fragment pipeline.
+ *
+ * The fragment pipeline consists of the following stages:
+ * - stipple (TBI)
+ * - early depth test
+ * - fragment shader
+ * - alpha test
+ * - depth/stencil test (stencil TBI)
+ * - blending
+ *
+ * This file has only the glue to assembly the fragment pipeline. The actual
+ * plumbing of converting Gallium state into LLVM IR is done elsewhere, in the
+ * lp_bld_*.[ch] files, and in a complete generic and reusable way. Here we
+ * muster the LLVM JIT execution engine to create a function that follows an
+ * established binary interface and that can be called from C directly.
+ *
+ * A big source of complexity here is that we often want to run different
+ * stages with different precisions and data types and precisions. For example,
+ * the fragment shader needs typically to be done in floats, but the
+ * depth/stencil test and blending is better done in the type that most closely
+ * matches the depth/stencil and color buffer respectively.
+ *
+ * Since the width of a SIMD vector register stays the same regardless of the
+ * element type, different types imply different number of elements, so we must
+ * code generate more instances of the stages with larger types to be able to
+ * feed/consume the stages with smaller types.
+ *
+ * @author Jose Fonseca <jfonseca@vmware.com>
+ */
+
#include "pipe/p_defines.h"
#include "util/u_memory.h"
#include "util/u_format.h"
@@ -56,6 +88,14 @@ static const unsigned char quad_offset_x[4] = {0, 1, 0, 1};
static const unsigned char quad_offset_y[4] = {0, 0, 1, 1};
+/**
+ * Generate the position vectors.
+ *
+ * TODO: This should be called only once per fragment pipeline, for the first
+ * quad, and the neighboring quad positions obtained by additions.
+ *
+ * Parameter x, y are the integer values with the quad upper left coordinates.
+ */
static void
generate_pos(LLVMBuilderRef builder,
LLVMValueRef x,
@@ -74,6 +114,11 @@ generate_pos(LLVMBuilderRef builder,
unsigned chan;
unsigned i;
+ /*
+ * Derive from the quad's upper left scalar coordinates the coordinates for
+ * all other quad pixels
+ */
+
x = lp_build_broadcast(builder, int_vec_type, x);
y = lp_build_broadcast(builder, int_vec_type, y);
@@ -91,6 +136,10 @@ generate_pos(LLVMBuilderRef builder,
pos[0] = x;
pos[1] = y;
+ /*
+ * Calculate z and w from the interpolation factors.
+ */
+
for(chan = 2; chan < NUM_CHANNELS; ++chan) {
LLVMValueRef index = LLVMConstInt(LLVMInt32Type(), chan, 0);
LLVMValueRef a0 = LLVMBuildLoad(builder, LLVMBuildGEP(builder, a0_ptr, &index, 1, ""), "");
@@ -111,6 +160,9 @@ generate_pos(LLVMBuilderRef builder,
}
+/**
+ * Generate the depth test.
+ */
static void
generate_depth(struct llvmpipe_context *lp,
LLVMBuilderRef builder,
@@ -129,8 +181,10 @@ generate_depth(struct llvmpipe_context *lp,
format_desc = util_format_description(lp->framebuffer.zsbuf->format);
assert(format_desc);
+ /* Pick the depth type. */
dst_type = lp_depth_type(format_desc, src_type.width*src_type.length);
+ /* FIXME: Cope with a depth test type with a different bit width. */
assert(dst_type.width == src_type.width);
assert(dst_type.length == src_type.length);
@@ -154,7 +208,7 @@ generate_depth(struct llvmpipe_context *lp,
/**
- * Generate the fragment shader, depth/stencil and alpha tests.
+ * Generate the fragment shader, depth/stencil test, and alpha tests.
*/
static void
generate_fs(struct llvmpipe_context *lp,
@@ -258,10 +312,7 @@ generate_fs(struct llvmpipe_context *lp,
/**
- * Generate blending code according to blend->base state.
- * The blend function will look like:
- * blend(mask, src_color, constant color, dst_color)
- * dst_color will be modified and contain the result of the blend func.
+ * Generate color blending and color output.
*/
static void
generate_blend(const struct pipe_blend_state *blend,
@@ -310,6 +361,9 @@ generate_blend(const struct pipe_blend_state *blend,
}
+/**
+ * Generate the runtime callable function for the whole fragment pipeline.
+ */
static struct lp_fragment_shader_variant *
generate_fragment(struct llvmpipe_context *lp,
struct lp_fragment_shader *shader,
@@ -379,6 +433,9 @@ generate_fragment(struct llvmpipe_context *lp,
variant->shader = shader;
memcpy(&variant->key, key, sizeof *key);
+ /* TODO: actually pick these based on the fs and color buffer
+ * characteristics. */
+
fs_type.value = 0;
fs_type.floating = TRUE; /* floating point values */
fs_type.sign = TRUE; /* values are signed */
@@ -394,6 +451,11 @@ generate_fragment(struct llvmpipe_context *lp,
blend_type.width = 8; /* 8-bit ubyte values */
blend_type.length = 16; /* 16 elements per vector */
+ /*
+ * Generate the function prototype. Any change here must be reflected in
+ * lp_state.h's lp_shader_fs_func function pointer type, and vice-versa.
+ */
+
fs_elem_type = lp_build_elem_type(fs_type);
fs_vec_type = lp_build_vec_type(fs_type);
fs_int_vec_type = lp_build_int_vec_type(fs_type);
@@ -442,6 +504,10 @@ generate_fragment(struct llvmpipe_context *lp,
lp_build_name(depth_ptr, "depth");
lp_build_name(samplers_ptr, "samplers");
+ /*
+ * Function body
+ */
+
block = LLVMAppendBasicBlock(variant->function, "entry");
builder = LLVMCreateBuilder();
LLVMPositionBuilderAtEnd(builder, block);
@@ -479,6 +545,10 @@ generate_fragment(struct llvmpipe_context *lp,
fs_out_color[chan][i] = out_color[chan];
}
+ /*
+ * Convert the fs's output color and mask to fit to the blending type.
+ */
+
for(chan = 0; chan < NUM_CHANNELS; ++chan) {
lp_build_conv(builder, fs_type, blend_type,
fs_out_color[chan], num_fs,
@@ -490,6 +560,10 @@ generate_fragment(struct llvmpipe_context *lp,
fs_mask, num_fs,
&blend_mask, 1);
+ /*
+ * Blending.
+ */
+
generate_blend(&key->blend,
builder,
blend_type,
@@ -498,10 +572,14 @@ generate_fragment(struct llvmpipe_context *lp,
NULL /* FIXME: blend_const_color */,
color_ptr);
- LLVMBuildRetVoid(builder);;
+ LLVMBuildRetVoid(builder);
LLVMDisposeBuilder(builder);
+ /*
+ * Translate the LLVM IR into machine code.
+ */
+
LLVMRunFunctionPassManager(screen->pass, variant->function);
#ifdef DEBUG
@@ -514,6 +592,9 @@ generate_fragment(struct llvmpipe_context *lp,
abort();
}
+ /* Tell where the fetch_texel function is, if the shader refers to it.
+ * TODO: this should be done elsewhere.
+ */
fetch_texel = LLVMGetNamedFunction(screen->module, "fetch_texel");
if(fetch_texel) {
static boolean first_time = TRUE;
@@ -616,12 +697,20 @@ llvmpipe_set_constant_buffer(struct pipe_context *pipe,
}
-void llvmpipe_update_fs(struct llvmpipe_context *lp)
+void
+llvmpipe_update_fs(struct llvmpipe_context *lp)
{
struct lp_fragment_shader *shader = lp->fs;
struct lp_fragment_shader_variant_key key;
struct lp_fragment_shader_variant *variant;
+ /* We need to generate several variants of the fragment pipeline to match
+ * all the combinations of the contributing state atoms.
+ *
+ * TODO: there is actually no reason to tie this to context state -- the
+ * generated code could be cached globally in the screen.
+ */
+
memset(&key, 0, sizeof key);
memcpy(&key.depth, &lp->depth_stencil->depth, sizeof &key.depth);
memcpy(&key.alpha, &lp->depth_stencil->alpha, sizeof &key.alpha);