Merge remote branch 'main/master' into radeon-rewrite
[mesa.git] / src / gallium / drivers / softpipe / sp_fs_exec.c
1 /**************************************************************************
2 *
3 * Copyright 2007 Tungsten Graphics, Inc., Cedar Park, Texas.
4 * All Rights Reserved.
5 *
6 * Permission is hereby granted, free of charge, to any person obtaining a
7 * copy of this software and associated documentation files (the
8 * "Software"), to deal in the Software without restriction, including
9 * without limitation the rights to use, copy, modify, merge, publish,
10 * distribute, sub license, and/or sell copies of the Software, and to
11 * permit persons to whom the Software is furnished to do so, subject to
12 * the following conditions:
13 *
14 * The above copyright notice and this permission notice (including the
15 * next paragraph) shall be included in all copies or substantial portions
16 * of the Software.
17 *
18 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
19 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
20 * MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT.
21 * IN NO EVENT SHALL TUNGSTEN GRAPHICS AND/OR ITS SUPPLIERS BE LIABLE FOR
22 * ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
23 * TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
24 * SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
25 *
26 **************************************************************************/
27
28
29 #include "sp_context.h"
30 #include "sp_state.h"
31 #include "sp_fs.h"
32 #include "sp_quad.h"
33
34
35 #include "pipe/p_state.h"
36 #include "pipe/p_defines.h"
37 #include "util/u_memory.h"
38 #include "tgsi/tgsi_exec.h"
39 #include "tgsi/tgsi_parse.h"
40
41 struct sp_exec_fragment_shader
42 {
43 struct sp_fragment_shader base;
44 };
45
46
47 /** cast wrapper */
48 static INLINE struct sp_exec_fragment_shader *
49 sp_exec_fragment_shader(const struct sp_fragment_shader *base)
50 {
51 return (struct sp_exec_fragment_shader *) base;
52 }
53
54
55 /**
56 * Compute quad X,Y,Z,W for the four fragments in a quad.
57 *
58 * This should really be part of the compiled shader.
59 */
60 void
61 sp_setup_pos_vector(const struct tgsi_interp_coef *coef,
62 float x, float y,
63 struct tgsi_exec_vector *quadpos)
64 {
65 uint chan;
66 /* do X */
67 quadpos->xyzw[0].f[0] = x;
68 quadpos->xyzw[0].f[1] = x + 1;
69 quadpos->xyzw[0].f[2] = x;
70 quadpos->xyzw[0].f[3] = x + 1;
71
72 /* do Y */
73 quadpos->xyzw[1].f[0] = y;
74 quadpos->xyzw[1].f[1] = y;
75 quadpos->xyzw[1].f[2] = y + 1;
76 quadpos->xyzw[1].f[3] = y + 1;
77
78 /* do Z and W for all fragments in the quad */
79 for (chan = 2; chan < 4; chan++) {
80 const float dadx = coef->dadx[chan];
81 const float dady = coef->dady[chan];
82 const float a0 = coef->a0[chan] + dadx * x + dady * y;
83 quadpos->xyzw[chan].f[0] = a0;
84 quadpos->xyzw[chan].f[1] = a0 + dadx;
85 quadpos->xyzw[chan].f[2] = a0 + dady;
86 quadpos->xyzw[chan].f[3] = a0 + dadx + dady;
87 }
88 }
89
90
91 static void
92 exec_prepare( const struct sp_fragment_shader *base,
93 struct tgsi_exec_machine *machine,
94 struct tgsi_sampler **samplers )
95 {
96 /*
97 * Bind tokens/shader to the interpreter's machine state.
98 * Avoid redundant binding.
99 */
100 if (machine->Tokens != base->shader.tokens) {
101 tgsi_exec_machine_bind_shader( machine,
102 base->shader.tokens,
103 PIPE_MAX_SAMPLERS,
104 samplers );
105 }
106 }
107
108
109
110
111 /* TODO: hide the machine struct in here somewhere, remove from this
112 * interface:
113 */
114 static unsigned
115 exec_run( const struct sp_fragment_shader *base,
116 struct tgsi_exec_machine *machine,
117 struct quad_header *quad )
118 {
119
120 /* Compute X, Y, Z, W vals for this quad */
121 sp_setup_pos_vector(quad->posCoef,
122 (float)quad->input.x0, (float)quad->input.y0,
123 &machine->QuadPos);
124
125 return tgsi_exec_machine_run( machine );
126 }
127
128
129
130 static void
131 exec_delete( struct sp_fragment_shader *base )
132 {
133 FREE((void *) base->shader.tokens);
134 FREE(base);
135 }
136
137
138
139
140
141 struct sp_fragment_shader *
142 softpipe_create_fs_exec(struct softpipe_context *softpipe,
143 const struct pipe_shader_state *templ)
144 {
145 struct sp_exec_fragment_shader *shader;
146
147 /* Decide whether we'll be codegenerating this shader and if so do
148 * that now.
149 */
150
151 shader = CALLOC_STRUCT(sp_exec_fragment_shader);
152 if (!shader)
153 return NULL;
154
155 /* we need to keep a local copy of the tokens */
156 shader->base.shader.tokens = tgsi_dup_tokens(templ->tokens);
157 shader->base.prepare = exec_prepare;
158 shader->base.run = exec_run;
159 shader->base.delete = exec_delete;
160
161 return &shader->base;
162 }
163