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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"
#include "tgsi/exec/tgsi_sse2.h"
#ifdef PIPE_ARCH_X86
#include "rtasm/rtasm_x86sse.h"
/* Surely this should be defined somewhere in a tgsi header:
*/
typedef void (XSTDCALL *codegen_function)(
const struct tgsi_exec_vector *input,
struct tgsi_exec_vector *output,
const float (*constant)[4],
struct tgsi_exec_vector *temporary,
const struct tgsi_interp_coef *coef,
float (*immediates)[4]
//, const struct tgsi_exec_vector *quadPos
);
struct sp_sse_fragment_shader {
struct sp_fragment_shader base;
struct x86_function sse2_program;
codegen_function func;
float immediates[TGSI_EXEC_NUM_IMMEDIATES][4];
};
static void
fs_sse_prepare( const struct sp_fragment_shader *base,
struct tgsi_exec_machine *machine,
struct tgsi_sampler *samplers )
{
}
/* 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 = (struct sp_sse_fragment_shader *) base;
/* Compute X, Y, Z, W vals for this quad -- place in temp[0] for now */
sp_setup_pos_vector(quad->posCoef,
(float)quad->x0, (float)quad->y0,
machine->Temps);
/* init kill mask */
machine->Temps[TGSI_EXEC_TEMP_KILMASK_I].xyzw[TGSI_EXEC_TEMP_KILMASK_C].u[0] = 0x0;
shader->func( machine->Inputs,
machine->Outputs,
machine->Consts,
machine->Temps,
machine->InterpCoefs,
shader->immediates
// , &machine->QuadPos
);
return ~(machine->Temps[TGSI_EXEC_TEMP_KILMASK_I].xyzw[TGSI_EXEC_TEMP_KILMASK_C].u[0]);
}
static void
fs_sse_delete( struct sp_fragment_shader *base )
{
struct sp_sse_fragment_shader *shader = (struct 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 = (codegen_function) x86_get_func( &shader->sse2_program );
if (!shader->func) {
x86_release_func( &shader->sse2_program );
FREE(shader);
return NULL;
}
shader->base.shader = *templ;
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 varient 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
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