/************************************************************************** * * Copyright 2008 Tungsten Graphics, Inc., Cedar Park, Texas. * 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, sub license, 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 (including the * next paragraph) 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 NON-INFRINGEMENT. * IN NO EVENT SHALL TUNGSTEN GRAPHICS AND/OR ITS SUPPLIERS 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. * **************************************************************************/ /** * SPU functions accessed by shaders. * * Authors: Brian Paul */ #include #include #include #include #include #include #include #include #include "cell/common.h" #include "spu_main.h" #include "spu_funcs.h" #include "spu_texture.h" /** For "return"-ing four vectors */ struct vec_4x4 { vector float v[4]; }; static vector float spu_cos(vector float x) { return _cos14_v(x); } static vector float spu_sin(vector float x) { return _sin14_v(x); } static vector float spu_pow(vector float x, vector float y) { return _powf4(x, y); } static vector float spu_exp2(vector float x) { return _exp2f4(x); } static vector float spu_log2(vector float x) { return _log2f4(x); } static struct vec_4x4 spu_tex_2d(vector float s, vector float t, vector float r, vector float q, unsigned unit) { struct vec_4x4 colors; (void) r; (void) q; spu.sample_texture_2d[unit](s, t, unit, 0, 0, colors.v); return colors; } static struct vec_4x4 spu_tex_3d(vector float s, vector float t, vector float r, vector float q, unsigned unit) { struct vec_4x4 colors; (void) r; (void) q; spu.sample_texture_2d[unit](s, t, unit, 0, 0, colors.v); return colors; } static struct vec_4x4 spu_tex_cube(vector float s, vector float t, vector float r, vector float q, unsigned unit) { struct vec_4x4 colors; (void) q; sample_texture_cube(s, t, r, unit, colors.v); return colors; } /** * Add named function to list of "exported" functions that will be * made available to the PPU-hosted code generator. */ static void export_func(struct cell_spu_function_info *spu_functions, const char *name, void *addr) { uint n = spu_functions->num; ASSERT(strlen(name) < 16); strcpy(spu_functions->names[n], name); spu_functions->addrs[n] = (uint) addr; spu_functions->num++; ASSERT(spu_functions->num <= 16); } /** * Return info about the SPU's function to the PPU / main memory. * The PPU needs to know the address of some SPU-side functions so * that we can generate shader code with function calls. */ void return_function_info(void) { PIPE_ALIGN_VAR(16) struct cell_spu_function_info funcs; int tag = TAG_MISC; ASSERT(sizeof(funcs) == 256); /* must be multiple of 16 bytes */ funcs.num = 0; export_func(&funcs, "spu_cos", &spu_cos); export_func(&funcs, "spu_sin", &spu_sin); export_func(&funcs, "spu_pow", &spu_pow); export_func(&funcs, "spu_exp2", &spu_exp2); export_func(&funcs, "spu_log2", &spu_log2); export_func(&funcs, "spu_tex_2d", &spu_tex_2d); export_func(&funcs, "spu_tex_3d", &spu_tex_3d); export_func(&funcs, "spu_tex_cube", &spu_tex_cube); /* Send the function info back to the PPU / main memory */ mfc_put((void *) &funcs, /* src in local store */ (unsigned int) spu.init.spu_functions, /* dst in main memory */ sizeof(funcs), /* bytes */ tag, 0, /* tid */ 0 /* rid */); wait_on_mask(1 << tag); }