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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 runtime SSE code generation.
*/
#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_sse2.h"
#if defined(PIPE_ARCH_X86)
#include "rtasm/rtasm_x86sse.h"
/**
* Subclass of sp_fragment_shader
*/
struct sp_sse_fragment_shader
{
struct sp_fragment_shader base;
struct x86_function sse2_program;
tgsi_sse2_fs_function func;
float immediates[TGSI_EXEC_NUM_IMMEDIATES][4];
};
/** cast wrapper */
static INLINE struct sp_sse_fragment_shader *
sp_sse_fragment_shader(const struct sp_fragment_shader *base)
{
return (struct sp_sse_fragment_shader *) base;
}
static void
fs_sse_prepare( const struct sp_fragment_shader *base,
struct tgsi_exec_machine *machine,
struct tgsi_sampler **samplers )
{
machine->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: 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 = sp_sse_fragment_shader(base);
/* Compute X, Y, Z, W vals for this quad -- place in temp[0] for now */
setup_pos_vector(quad->posCoef,
(float)quad->input.x0, (float)quad->input.y0,
machine->Temps);
/* init kill mask */
tgsi_set_kill_mask(machine, 0x0);
tgsi_set_exec_mask(machine, 1, 1, 1, 1);
shader->func( machine,
(const float (*)[4])machine->Consts[0],
(const float (*)[4])shader->immediates,
machine->InterpCoefs
/*, &machine->QuadPos*/
);
quad->inout.mask &= ~(machine->Temps[TGSI_EXEC_TEMP_KILMASK_I].xyzw[TGSI_EXEC_TEMP_KILMASK_C].u[0]);
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;
case TGSI_SEMANTIC_STENCIL:
{
uint j;
for (j = 0; j < 4; j++)
quad->output.stencil[j] = machine->Outputs[i].xyzw[1].f[j];
}
break;
}
}
}
return TRUE;
}
static void
fs_sse_delete( struct sp_fragment_shader *base )
{
struct sp_sse_fragment_shader *shader = 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 = (tgsi_sse2_fs_function) x86_get_func( &shader->sse2_program );
if (!shader->func) {
x86_release_func( &shader->sse2_program );
FREE(shader);
return NULL;
}
shader->base.shader.tokens = NULL; /* don't hold reference to templ->tokens */
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 variant 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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