/************************************************************************** * * Copyright 2007 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. * **************************************************************************/ #include "sp_context.h" #include "sp_state.h" #include "sp_fs.h" #include "sp_headers.h" #include "pipe/p_state.h" #include "pipe/p_defines.h" #include "util/u_memory.h" #include "pipe/p_inlines.h" #include "tgsi/tgsi_exec.h" #include "tgsi/tgsi_sse2.h" #ifdef PIPE_ARCH_X86 #include "rtasm/rtasm_x86sse.h" /* Surely this should be defined somewhere in a tgsi header: */ typedef void (PIPE_CDECL *codegen_function)( const struct tgsi_exec_vector *input, struct tgsi_exec_vector *output, const float (*constant)[4], struct tgsi_exec_vector *temporary, const struct tgsi_interp_coef *coef, float (*immediates)[4] //, const struct tgsi_exec_vector *quadPos ); struct sp_sse_fragment_shader { struct sp_fragment_shader base; struct x86_function sse2_program; codegen_function func; float immediates[TGSI_EXEC_NUM_IMMEDIATES][4]; }; static void fs_sse_prepare( const struct sp_fragment_shader *base, struct tgsi_exec_machine *machine, struct tgsi_sampler *samplers ) { } /* TODO: codegenerate the whole run function, skip this wrapper. * TODO: break dependency on tgsi_exec_machine struct * TODO: push Position calculation into the generated shader * TODO: process >1 quad at a time */ static unsigned fs_sse_run( const struct sp_fragment_shader *base, struct tgsi_exec_machine *machine, struct quad_header *quad ) { struct sp_sse_fragment_shader *shader = (struct sp_sse_fragment_shader *) base; /* Compute X, Y, Z, W vals for this quad -- place in temp[0] for now */ sp_setup_pos_vector(quad->posCoef, (float)quad->x0, (float)quad->y0, machine->Temps); /* init kill mask */ machine->Temps[TGSI_EXEC_TEMP_KILMASK_I].xyzw[TGSI_EXEC_TEMP_KILMASK_C].u[0] = 0x0; shader->func( machine->Inputs, machine->Outputs, machine->Consts, machine->Temps, machine->InterpCoefs, shader->immediates // , &machine->QuadPos ); return ~(machine->Temps[TGSI_EXEC_TEMP_KILMASK_I].xyzw[TGSI_EXEC_TEMP_KILMASK_C].u[0]); } static void fs_sse_delete( struct sp_fragment_shader *base ) { struct sp_sse_fragment_shader *shader = (struct sp_sse_fragment_shader *) base; x86_release_func( &shader->sse2_program ); FREE(shader); } struct sp_fragment_shader * softpipe_create_fs_sse(struct softpipe_context *softpipe, const struct pipe_shader_state *templ) { struct sp_sse_fragment_shader *shader; if (!softpipe->use_sse) return NULL; shader = CALLOC_STRUCT(sp_sse_fragment_shader); if (!shader) return NULL; x86_init_func( &shader->sse2_program ); if (!tgsi_emit_sse2( templ->tokens, &shader->sse2_program, shader->immediates, FALSE )) { FREE(shader); return NULL; } shader->func = (codegen_function) x86_get_func( &shader->sse2_program ); if (!shader->func) { x86_release_func( &shader->sse2_program ); FREE(shader); return NULL; } shader->base.shader = *templ; shader->base.prepare = fs_sse_prepare; shader->base.run = fs_sse_run; shader->base.delete = fs_sse_delete; return &shader->base; } #else /* Maybe put this varient in the header file. */ struct sp_fragment_shader * softpipe_create_fs_sse(struct softpipe_context *softpipe, const struct pipe_shader_state *templ) { return NULL; } #endif