/************************************************************************** * * 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. * **************************************************************************/ /** * Execute fragment shader using runtime SSE code generation. */ #include "sp_context.h" #include "sp_state.h" #include "sp_fs.h" #include "sp_quad.h" #include "pipe/p_state.h" #include "pipe/p_defines.h" #include "util/u_memory.h" #include "tgsi/tgsi_exec.h" #include "tgsi/tgsi_sse2.h" #if defined(PIPE_ARCH_X86) #include "rtasm/rtasm_x86sse.h" /** * Subclass of sp_fragment_shader */ struct sp_sse_fragment_shader { struct sp_fragment_shader base; struct x86_function sse2_program; tgsi_sse2_fs_function func; float immediates[TGSI_EXEC_NUM_IMMEDIATES][4]; }; /** cast wrapper */ static INLINE struct sp_sse_fragment_shader * sp_sse_fragment_shader(const struct sp_fragment_shader *base) { return (struct sp_sse_fragment_shader *) base; } static void fs_sse_prepare( const struct sp_fragment_shader *base, struct tgsi_exec_machine *machine, struct tgsi_sampler **samplers ) { machine->Samplers = samplers; } /** * Compute quad X,Y,Z,W for the four fragments in a quad. * * This should really be part of the compiled shader. */ static void setup_pos_vector(const struct tgsi_interp_coef *coef, float x, float y, struct tgsi_exec_vector *quadpos) { uint chan; /* do X */ quadpos->xyzw[0].f[0] = x; quadpos->xyzw[0].f[1] = x + 1; quadpos->xyzw[0].f[2] = x; quadpos->xyzw[0].f[3] = x + 1; /* do Y */ quadpos->xyzw[1].f[0] = y; quadpos->xyzw[1].f[1] = y; quadpos->xyzw[1].f[2] = y + 1; quadpos->xyzw[1].f[3] = y + 1; /* do Z and W for all fragments in the quad */ for (chan = 2; chan < 4; chan++) { const float dadx = coef->dadx[chan]; const float dady = coef->dady[chan]; const float a0 = coef->a0[chan] + dadx * x + dady * y; quadpos->xyzw[chan].f[0] = a0; quadpos->xyzw[chan].f[1] = a0 + dadx; quadpos->xyzw[chan].f[2] = a0 + dady; quadpos->xyzw[chan].f[3] = a0 + dadx + dady; } } /* 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 = sp_sse_fragment_shader(base); /* Compute X, Y, Z, W vals for this quad -- place in temp[0] for now */ setup_pos_vector(quad->posCoef, (float)quad->input.x0, (float)quad->input.y0, machine->Temps); /* init kill mask */ tgsi_set_kill_mask(machine, 0x0); tgsi_set_exec_mask(machine, 1, 1, 1, 1); shader->func( machine, (const float (*)[4])machine->Consts[0], (const float (*)[4])shader->immediates, machine->InterpCoefs /*, &machine->QuadPos*/ ); quad->inout.mask &= ~(machine->Temps[TGSI_EXEC_TEMP_KILMASK_I].xyzw[TGSI_EXEC_TEMP_KILMASK_C].u[0]); if (quad->inout.mask == 0) return FALSE; /* store outputs */ { const ubyte *sem_name = base->info.output_semantic_name; const ubyte *sem_index = base->info.output_semantic_index; const uint n = base->info.num_outputs; uint i; for (i = 0; i < n; i++) { switch (sem_name[i]) { case TGSI_SEMANTIC_COLOR: { uint cbuf = sem_index[i]; assert(sizeof(quad->output.color[cbuf]) == sizeof(machine->Outputs[i])); /* copy float[4][4] result */ memcpy(quad->output.color[cbuf], &machine->Outputs[i], sizeof(quad->output.color[0]) ); } break; case TGSI_SEMANTIC_POSITION: { uint j; for (j = 0; j < 4; j++) quad->output.depth[j] = machine->Outputs[i].xyzw[2].f[j]; } break; case TGSI_SEMANTIC_STENCIL: { uint j; for (j = 0; j < 4; j++) quad->output.stencil[j] = machine->Outputs[i].xyzw[1].f[j]; } break; } } } return TRUE; } static void fs_sse_delete( struct sp_fragment_shader *base ) { struct sp_sse_fragment_shader *shader = 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 = (tgsi_sse2_fs_function) x86_get_func( &shader->sse2_program ); if (!shader->func) { x86_release_func( &shader->sse2_program ); FREE(shader); return NULL; } shader->base.shader.tokens = NULL; /* don't hold reference to templ->tokens */ 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 variant 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