1 /**************************************************************************
3 * Copyright 2007 Tungsten Graphics, Inc., Cedar Park, Texas.
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:
14 * The above copyright notice and this permission notice (including the
15 * next paragraph) shall be included in all copies or substantial portions
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.
26 **************************************************************************/
29 * Execute fragment shader using the TGSI interpreter.
32 #include "sp_context.h"
37 #include "pipe/p_state.h"
38 #include "pipe/p_defines.h"
39 #include "util/u_memory.h"
40 #include "tgsi/tgsi_exec.h"
41 #include "tgsi/tgsi_parse.h"
45 * Subclass of sp_fragment_shader
47 struct sp_exec_fragment_shader
49 struct sp_fragment_shader base
;
50 /* No other members for now */
55 static INLINE
struct sp_exec_fragment_shader
*
56 sp_exec_fragment_shader(const struct sp_fragment_shader
*base
)
58 return (struct sp_exec_fragment_shader
*) base
;
63 * Compute quad X,Y,Z,W for the four fragments in a quad.
65 * This should really be part of the compiled shader.
68 sp_setup_pos_vector(const struct tgsi_interp_coef
*coef
,
70 struct tgsi_exec_vector
*quadpos
)
74 quadpos
->xyzw
[0].f
[0] = x
;
75 quadpos
->xyzw
[0].f
[1] = x
+ 1;
76 quadpos
->xyzw
[0].f
[2] = x
;
77 quadpos
->xyzw
[0].f
[3] = x
+ 1;
80 quadpos
->xyzw
[1].f
[0] = y
;
81 quadpos
->xyzw
[1].f
[1] = y
;
82 quadpos
->xyzw
[1].f
[2] = y
+ 1;
83 quadpos
->xyzw
[1].f
[3] = y
+ 1;
85 /* do Z and W for all fragments in the quad */
86 for (chan
= 2; chan
< 4; chan
++) {
87 const float dadx
= coef
->dadx
[chan
];
88 const float dady
= coef
->dady
[chan
];
89 const float a0
= coef
->a0
[chan
] + dadx
* x
+ dady
* y
;
90 quadpos
->xyzw
[chan
].f
[0] = a0
;
91 quadpos
->xyzw
[chan
].f
[1] = a0
+ dadx
;
92 quadpos
->xyzw
[chan
].f
[2] = a0
+ dady
;
93 quadpos
->xyzw
[chan
].f
[3] = a0
+ dadx
+ dady
;
99 exec_prepare( const struct sp_fragment_shader
*base
,
100 struct tgsi_exec_machine
*machine
,
101 struct tgsi_sampler
**samplers
)
104 * Bind tokens/shader to the interpreter's machine state.
105 * Avoid redundant binding.
107 if (machine
->Tokens
!= base
->shader
.tokens
) {
108 tgsi_exec_machine_bind_shader( machine
,
116 /* TODO: hide the machine struct in here somewhere, remove from this
120 exec_run( const struct sp_fragment_shader
*base
,
121 struct tgsi_exec_machine
*machine
,
122 struct quad_header
*quad
)
124 /* Compute X, Y, Z, W vals for this quad */
125 sp_setup_pos_vector(quad
->posCoef
,
126 (float)quad
->input
.x0
, (float)quad
->input
.y0
,
129 return tgsi_exec_machine_run( machine
);
134 exec_delete( struct sp_fragment_shader
*base
)
136 FREE((void *) base
->shader
.tokens
);
141 struct sp_fragment_shader
*
142 softpipe_create_fs_exec(struct softpipe_context
*softpipe
,
143 const struct pipe_shader_state
*templ
)
145 struct sp_exec_fragment_shader
*shader
;
147 /* Decide whether we'll be codegenerating this shader and if so do
151 shader
= CALLOC_STRUCT(sp_exec_fragment_shader
);
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
;
161 return &shader
->base
;