/* * 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 "pipe/p_util.h" #include "pipe/p_defines.h" #include "pipe/tgsi/exec/tgsi_attribs.h" #include "sp_context.h" #include "sp_headers.h" #include "sp_quad.h" #include "sp_tex_sample.h" struct quad_shade_stage { struct quad_stage stage; struct tgsi_sampler samplers[PIPE_MAX_SAMPLERS]; }; /** cast wrapper */ static INLINE struct quad_shade_stage * quad_shade_stage(struct quad_stage *qs) { return (struct quad_shade_stage *) qs; } /** * 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_z(const struct tgsi_interp_coef *coef, struct tgsi_exec_vector *pos) { uint ch = 2; uint j; for (j = 0; j < QUAD_SIZE; j++) { const float x = pos->xyzw[0].f[j]; const float y = pos->xyzw[1].f[j]; pos->xyzw[ch].f[j] = (coef->a0[ch] + coef->dadx[ch] * x + coef->dady[ch] * y); } } /* This should be done by the fragment shader execution unit (code * generated from the decl instructions). Do it here for now. */ static void shade_quad( struct quad_stage *qs, struct quad_header *quad ) { struct quad_shade_stage *qss = quad_shade_stage( qs ); struct softpipe_context *softpipe = qs->softpipe; const float fx = (float) quad->x0; const float fy = (float) quad->y0; struct tgsi_exec_machine machine; ALIGN16_DECL(struct tgsi_exec_vector, inputs, PIPE_ATTRIB_MAX); ALIGN16_DECL(struct tgsi_exec_vector, outputs, PIPE_ATTRIB_MAX); #ifdef DEBUG memset( &machine, 0, sizeof( machine ) ); #endif /* init machine state */ tgsi_exec_machine_init( &machine, softpipe->fs->tokens, PIPE_MAX_SAMPLERS, qss->samplers ); /* Consts does not require 16 byte alignment. */ machine.Consts = softpipe->mapped_constants[PIPE_SHADER_FRAGMENT]; machine.Inputs = ALIGN16_ASSIGN(inputs); machine.Outputs = ALIGN16_ASSIGN(outputs); machine.InterpCoefs = quad->coef; machine.Inputs[0].xyzw[0].f[0] = fx; machine.Inputs[0].xyzw[0].f[1] = fx + 1.0f; machine.Inputs[0].xyzw[0].f[2] = fx; machine.Inputs[0].xyzw[0].f[3] = fx + 1.0f; machine.Inputs[0].xyzw[1].f[0] = fy; machine.Inputs[0].xyzw[1].f[1] = fy; machine.Inputs[0].xyzw[1].f[2] = fy + 1.0f; machine.Inputs[0].xyzw[1].f[3] = fy + 1.0f; /* interp Z */ linterp_z(&quad->coef[0], &machine.Inputs[0]); /* run shader */ tgsi_exec_machine_run( &machine ); /* store result color (always in output[1]) */ memcpy( quad->outputs.color, &machine.Outputs[1].xyzw[0].f[0], sizeof( quad->outputs.color ) ); #if 0 if( softpipe->need_z ) { /* XXX temporary */ memcpy( quad->outputs.depth, &machine.Outputs[0].xyzw[2], sizeof( quad->outputs.depth ) ); } #else { uint i; for (i = 0; i < 4; i++) { quad->outputs.depth[i] = machine.Inputs[0].xyzw[2].f[i]; #if 0 printf("output z %f\n", quad->outputs.depth[i]); #endif } } #endif /* shader may cull fragments */ if( quad->mask ) { qs->next->run( qs->next, quad ); } } /** * Per-primitive (or per-begin?) setup */ static void shade_begin(struct quad_stage *qs) { struct quad_shade_stage *qss = quad_shade_stage(qs); struct softpipe_context *softpipe = qs->softpipe; unsigned i, entry; for (i = 0; i < PIPE_MAX_SAMPLERS; i++) { qss->samplers[i].state = softpipe->sampler[i]; qss->samplers[i].texture = softpipe->texture[i]; qss->samplers[i].get_samples = sp_get_samples; qss->samplers[i].pipe = &softpipe->pipe; /* init cache info here */ for (entry = 0; entry < TEX_CACHE_NUM_ENTRIES; entry++) { qss->samplers[i].cache[entry].x = -1; qss->samplers[i].cache[entry].y = -1; qss->samplers[i].cache[entry].level = -1; qss->samplers[i].cache[entry].face = -1; qss->samplers[i].cache[entry].zslice = -1; } } if (qs->next) qs->next->begin(qs->next); } struct quad_stage *sp_quad_shade_stage( struct softpipe_context *softpipe ) { struct quad_shade_stage *stage = CALLOC_STRUCT(quad_shade_stage); stage->stage.softpipe = softpipe; stage->stage.begin = shade_begin; stage->stage.run = shade_quad; return &stage->stage; }