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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.
*
**************************************************************************/
/**
* Execute fragment shader using the TGSI interpreter.
*/
#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_parse.h"
/**
* Subclass of sp_fragment_shader
*/
struct sp_exec_fragment_shader
{
struct sp_fragment_shader base;
/* No other members for now */
};
/** cast wrapper */
static INLINE struct sp_exec_fragment_shader *
sp_exec_fragment_shader(const struct sp_fragment_shader *base)
{
return (struct sp_exec_fragment_shader *) base;
}
static void
exec_prepare( const struct sp_fragment_shader *base,
struct tgsi_exec_machine *machine,
struct tgsi_sampler **samplers )
{
/*
* Bind tokens/shader to the interpreter's machine state.
* Avoid redundant binding.
*/
if (machine->Tokens != base->shader.tokens) {
tgsi_exec_machine_bind_shader( machine,
base->shader.tokens,
PIPE_MAX_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: hide the machine struct in here somewhere, remove from this
* interface:
*/
static unsigned
exec_run( const struct sp_fragment_shader *base,
struct tgsi_exec_machine *machine,
struct quad_header *quad )
{
/* Compute X, Y, Z, W vals for this quad */
setup_pos_vector(quad->posCoef,
(float)quad->input.x0, (float)quad->input.y0,
&machine->QuadPos);
/* convert 0 to 1.0 and 1 to -1.0 */
machine->Face = (float) (quad->input.facing * -2 + 1);
quad->inout.mask &= tgsi_exec_machine_run( machine );
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;
}
}
}
return TRUE;
}
static void
exec_delete( struct sp_fragment_shader *base )
{
FREE((void *) base->shader.tokens);
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;
/* we need to keep a local copy of the tokens */
shader->base.shader.tokens = tgsi_dup_tokens(templ->tokens);
shader->base.prepare = exec_prepare;
shader->base.run = exec_run;
shader->base.delete = exec_delete;
return &shader->base;
}
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