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-rw-r--r--src/mesa/pipe/softpipe/g_tile_fs.c203
1 files changed, 203 insertions, 0 deletions
diff --git a/src/mesa/pipe/softpipe/g_tile_fs.c b/src/mesa/pipe/softpipe/g_tile_fs.c
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+/*
+ * Mesa 3-D graphics library
+ * Version: 6.5
+ *
+ * Copyright (C) 1999-2005 Brian Paul All Rights Reserved.
+ *
+ * Permission is hereby granted, free of charge, to any person obtaining a
+ * copy of this software and associated documentation files (the "Software"),
+ * to deal in the Software without restriction, including without limitation
+ * the rights to use, copy, modify, merge, publish, distribute, sublicense,
+ * and/or sell copies of the Software, and to permit persons to whom the
+ * Software is furnished to do so, subject to the following conditions:
+ *
+ * The above copyright notice and this permission notice shall be included
+ * in all copies or substantial portions of the Software.
+ *
+ * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
+ * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
+ * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
+ * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
+ * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
+ * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
+ */
+
+/* Vertices are just an array of floats, with all the attributes
+ * packed. We currently assume a layout like:
+ *
+ * attr[0][0..3] - window position
+ * attr[1..n][0..3] - remaining attributes.
+ *
+ * Attributes are assumed to be 4 floats wide but are packed so that
+ * all the enabled attributes run contiguously.
+ */
+
+#include "glheader.h"
+#include "g_context.h"
+#include "g_headers.h"
+#include "g_tile.h"
+
+struct exec_machine {
+ const struct setup_coefficient *coef;
+
+ GLfloat attr[FRAG_ATTRIB_MAX][4][QUAD_SIZE];
+};
+
+
+/**
+ * Compute quad's attributes values, as constants (GL_FLAT shading).
+ */
+static INLINE void cinterp( struct exec_machine *exec,
+ GLuint attrib,
+ GLuint i )
+{
+ GLuint j;
+
+ for (j = 0; j < QUAD_SIZE; j++) {
+ exec->attr[attrib][i][j] = exec->coef[attrib].a0[i];
+ }
+}
+
+
+/**
+ * Compute quad's attribute values by linear interpolation.
+ *
+ * Push into the fp:
+ *
+ * INPUT[attr] = MAD COEF_A0[attr], COEF_DADX[attr], INPUT_WPOS.xxxx
+ * INPUT[attr] = MAD INPUT[attr], COEF_DADY[attr], INPUT_WPOS.yyyy
+ */
+static INLINE void linterp( struct exec_machine *exec,
+ GLuint attrib,
+ GLuint i )
+{
+ GLuint j;
+
+ for (j = 0; j < QUAD_SIZE; j++) {
+ const GLfloat x = exec->attr[FRAG_ATTRIB_WPOS][0][j];
+ const GLfloat y = exec->attr[FRAG_ATTRIB_WPOS][1][j];
+ exec->attr[attrib][i][j] = (exec->coef[attrib].a0[i] +
+ exec->coef[attrib].dadx[i] * x +
+ exec->coef[attrib].dady[i] * y);
+ }
+}
+
+
+/**
+ * Compute quad's attribute values by linear interpolation with
+ * perspective correction.
+ *
+ * Push into the fp:
+ *
+ * INPUT[attr] = MAD COEF_A0[attr], COEF_DADX[attr], INPUT_WPOS.xxxx
+ * INPUT[attr] = MAD INPUT[attr], COEF_DADY[attr], INPUT_WPOS.yyyy
+ * INPUT[attr] = MUL INPUT[attr], INPUT_WPOS.wwww
+ *
+ * (Or should that be 1/w ???)
+ */
+static INLINE void pinterp( struct exec_machine *exec,
+ GLuint attrib,
+ GLuint i )
+{
+ GLuint j;
+
+ for (j = 0; j < QUAD_SIZE; j++) {
+ const GLfloat x = exec->attr[FRAG_ATTRIB_WPOS][0][j];
+ const GLfloat y = exec->attr[FRAG_ATTRIB_WPOS][1][j];
+ const GLfloat invW = exec->attr[FRAG_ATTRIB_WPOS][3][j];
+ exec->attr[attrib][i][j] = ((exec->coef[attrib].a0[i] +
+ exec->coef[attrib].dadx[i] * x +
+ exec->coef[attrib].dady[i] * y) * invW);
+ }
+}
+
+
+
+/* This should be done by the fragment shader execution unit (code
+ * generated from the decl instructions). Do it here for now.
+ */
+void quad_shade( struct generic_context *generic,
+ struct quad_header *quad )
+{
+ struct exec_machine exec;
+ GLfloat fx = quad->x0;
+ GLfloat fy = quad->y0;
+ GLuint i, j;
+
+ exec.coef = quad->coef;
+
+ /* Position:
+ */
+ exec.attr[FRAG_ATTRIB_WPOS][0][0] = fx;
+ exec.attr[FRAG_ATTRIB_WPOS][0][1] = fx + 1.0;
+ exec.attr[FRAG_ATTRIB_WPOS][0][2] = fx;
+ exec.attr[FRAG_ATTRIB_WPOS][0][3] = fx + 1.0;
+
+ exec.attr[FRAG_ATTRIB_WPOS][1][0] = fy;
+ exec.attr[FRAG_ATTRIB_WPOS][1][1] = fy;
+ exec.attr[FRAG_ATTRIB_WPOS][1][2] = fy + 1.0;
+ exec.attr[FRAG_ATTRIB_WPOS][1][3] = fy + 1.0;
+
+ /* Z and W are done by linear interpolation:
+ * XXX we'll probably have to use integers for Z
+ */
+ if (generic->need_z) {
+ linterp(&exec, 0, 2);
+ }
+
+ if (generic->need_w) {
+ linterp(&exec, 0, 3);
+// invert(&exec, 0, 3);
+ }
+
+ /* Interpolate all the remaining attributes. This will get pushed
+ * into the fragment program's responsibilities at some point.
+ */
+ for (i = 1; i < quad->nr_attrs; i++) {
+#if 1
+ for (j = 0; j < NUM_CHANNELS; j++)
+ linterp(&exec, i, j);
+#else
+ switch (quad->interp[i]) {
+ case INTERP_CONSTANT:
+ for (j = 0; j < NUM_CHANNELS; j++)
+ cinterp(&exec, i, j);
+ break;
+
+ case INTERP_LINEAR:
+ for (j = 0; j < NUM_CHANNELS; j++)
+ linterp(&exec, i, j);
+ break;
+
+ case INTERP_PERSPECTIVE:
+ for (j = 0; j < NUM_CHANNELS; j++)
+ pinterp(&exec, i, j);
+ break;
+ }
+#endif
+ }
+
+#if 0
+ generic->run_fs( tri->fp, quad, &tri->outputs );
+#else
+ {
+ GLuint attr = generic->fp_attr_to_slot[FRAG_ATTRIB_COL0];
+ assert(attr);
+
+ memcpy(quad->outputs.color,
+ exec.attr[attr],
+ sizeof(quad->outputs.color));
+ }
+#endif
+
+
+ if (quad->mask)
+ quad_output( generic, quad );
+}
+
+
+
+
+
+
+