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path: root/src/gallium/drivers/softpipe/sp_fs_exec.c
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/**************************************************************************
 * 
 * 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 "pipe/p_util.h"
#include "pipe/p_inlines.h"
#include "tgsi/exec/tgsi_exec.h"

struct sp_exec_fragment_shader {
   struct sp_fragment_shader base;
};




static void
exec_prepare( struct sp_fragment_shader *base,
	      struct tgsi_exec_machine *machine,
	      struct tgsi_sampler *samplers )
{
   tgsi_exec_machine_bind_shader( machine,
				  base->shader.tokens,
				  PIPE_MAX_SAMPLERS,
				  samplers );
}




/* TODO: hide the machine struct in here somewhere, remove from this
 * interface:
 */
static unsigned 
exec_run( struct sp_fragment_shader *base,
	  struct tgsi_exec_machine *machine,
	  struct quad_header *quad )
{

   /* Compute X, Y, Z, W vals for this quad */
   sp_setup_pos_vector(quad->posCoef, 
		       (float)quad->x0, (float)quad->y0, 
		       &machine->QuadPos);
   
   return tgsi_exec_machine_run( machine );
}



static void 
exec_delete( struct sp_fragment_shader *base )
{
   FREE(base);
}





struct sp_fragment_shader *
softpipe_create_fs_exec(struct softpipe_context *softpipe,
			const struct pipe_shader_state *templ)
{
   struct sp_exec_fragment_shader *shader;

   /* Decide whether we'll be codegenerating this shader and if so do
    * that now.
    */

   shader = CALLOC_STRUCT(sp_exec_fragment_shader);
   if (!shader)
      return NULL;

   shader->base.shader = *templ;
   shader->base.prepare = exec_prepare;
   shader->base.run = exec_run;
   shader->base.delete = exec_delete;

   return &shader->base;
}