/* * 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 "imports.h" #include "sp_context.h" #include "sp_headers.h" #include "sp_quad.h" #include "sp_tex_sample.h" #include "tgsi/core/tgsi_core.h" #if 0 #if defined __GNUC__ #define ALIGNED_ATTRIBS 1 #else #define ALIGNED_ATTRIBS 0 #endif #else #define ALIGNED_ATTRIBS 0 #endif 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; } struct exec_machine { const struct setup_coefficient *coef; /**< will point to quad->coef */ #if ALIGNED_ATTRIBS GLfloat attr[FRAG_ATTRIB_MAX][NUM_CHANNELS][QUAD_SIZE] __attribute__(( aligned( 16 ) )); #else GLfloat attr[FRAG_ATTRIB_MAX][NUM_CHANNELS][QUAD_SIZE]; #endif }; /** * 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_DADX[attr], INPUT_WPOS.xxxx, COEF_A0[attr] * INPUT[attr] = MAD COEF_DADY[attr], INPUT_WPOS.yyyy, INPUT[attr] * TMP = RCP INPUT_WPOS.w * INPUT[attr] = MUL INPUT[attr], TMP.xxxx * */ 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]; /* FRAG_ATTRIB_WPOS.w here is really 1/w */ const GLfloat w = 1.0 / 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) * w); } } /* 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; struct exec_machine exec; const GLfloat fx = quad->x0; const GLfloat fy = quad->y0; GLuint attr, i; 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 */ if (softpipe->need_z) { linterp(&exec, 0, 2); /* attr[0].z */ } if (softpipe->need_w) { linterp(&exec, 0, 3); /* attr[0].w */ /*invert(&exec, 0, 3);*/ } /* Interpolate all the remaining attributes. This will get pushed * into the fragment program's responsibilities at some point. * Start at 1 to skip fragment position attribute (computed above). */ for (attr = 1; attr < quad->nr_attrs; attr++) { switch (softpipe->interp[attr]) { case INTERP_CONSTANT: for (i = 0; i < NUM_CHANNELS; i++) cinterp(&exec, attr, i); break; case INTERP_LINEAR: for (i = 0; i < NUM_CHANNELS; i++) linterp(&exec, attr, i); break; case INTERP_PERSPECTIVE: for (i = 0; i < NUM_CHANNELS; i++) pinterp(&exec, attr, i); break; } } #if 1 /*softpipe->run_fs( tri->fp, quad, &tri->outputs );*/ { struct tgsi_exec_machine machine; struct tgsi_exec_vector outputs[FRAG_ATTRIB_MAX + 1]; struct tgsi_exec_vector *aoutputs; GLuint i; #if !ALIGNED_ATTRIBS struct tgsi_exec_vector inputs[FRAG_ATTRIB_MAX + 1]; struct tgsi_exec_vector *ainputs; #endif #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->fs.constants->constant; aoutputs = (struct tgsi_exec_vector *) tgsi_align_128bit( outputs ); machine.Outputs = aoutputs; assert( sizeof( struct tgsi_exec_vector ) == sizeof( exec.attr[0] ) ); #if ALIGNED_ATTRIBS machine.Inputs = (struct tgsi_exec_vector *) exec.attr; for (i = 0; i < softpipe->nr_attrs; i++) { /* Make sure fp_attr_to_slot[] is an identity transform. */ assert( softpipe->fp_attr_to_slot[i] == i ); } #else ainputs = (struct tgsi_exec_vector *) tgsi_align_128bit( inputs ); machine.Inputs = ainputs; /* load input registers */ for (i = 0; i < softpipe->nr_attrs; i++) { #if 01 /* Make sure fp_attr_to_slot[] is an identity transform. */ /* assert( softpipe->fp_attr_to_slot[i] == i ); */ memcpy( &ainputs[i], exec.attr[i], sizeof( ainputs[0] ) ); #else memcpy( &ainputs[i], exec.attr[softpipe->fp_attr_to_slot[i]], sizeof( ainputs[0] ) ); #endif } #endif /* run shader */ tgsi_exec_machine_run( &machine ); /* store result color */ memcpy(quad->outputs.color, &aoutputs[FRAG_ATTRIB_COL0].xyzw[0].f[0], sizeof(quad->outputs.color)); if (softpipe->need_z) { /* XXX temporary */ quad->outputs.depth[0] = exec.attr[0][2][0]; quad->outputs.depth[1] = exec.attr[0][2][1]; quad->outputs.depth[2] = exec.attr[0][2][2]; quad->outputs.depth[3] = exec.attr[0][2][3]; } } #else { GLuint attr = softpipe->fp_attr_to_slot[FRAG_ATTRIB_COL0]; assert(attr); memcpy(quad->outputs.color, exec.attr[attr], sizeof(quad->outputs.color)); if (softpipe->need_z) { quad->outputs.depth[0] = exec.attr[0][2][0]; quad->outputs.depth[1] = exec.attr[0][2][1]; quad->outputs.depth[2] = exec.attr[0][2][2]; quad->outputs.depth[3] = exec.attr[0][2][3]; } } #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; GLuint i; 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_sample = sp_get_sample; qss->samplers[i].pipe = &softpipe->pipe; } if (qs->next->begin) 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; }