softpipe: do something sensible on an error path, squash warning
[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_headers.h"
33
34
35 #include "pipe/p_state.h"
36 #include "pipe/p_defines.h"
37 #include "pipe/p_util.h"
38 #include "pipe/p_inlines.h"
39 #include "tgsi/exec/tgsi_exec.h"
40
41 struct sp_exec_fragment_shader {
42 struct sp_fragment_shader base;
43 };
44
45
46
47 /**
48 * Compute quad X,Y,Z,W for the four fragments in a quad.
49 *
50 * This should really be part of the compiled shader.
51 */
52 void
53 sp_setup_pos_vector(const struct tgsi_interp_coef *coef,
54 float x, float y,
55 struct tgsi_exec_vector *quadpos)
56 {
57 uint chan;
58 /* do X */
59 quadpos->xyzw[0].f[0] = x;
60 quadpos->xyzw[0].f[1] = x + 1;
61 quadpos->xyzw[0].f[2] = x;
62 quadpos->xyzw[0].f[3] = x + 1;
63
64 /* do Y */
65 quadpos->xyzw[1].f[0] = y;
66 quadpos->xyzw[1].f[1] = y;
67 quadpos->xyzw[1].f[2] = y + 1;
68 quadpos->xyzw[1].f[3] = y + 1;
69
70 /* do Z and W for all fragments in the quad */
71 for (chan = 2; chan < 4; chan++) {
72 const float dadx = coef->dadx[chan];
73 const float dady = coef->dady[chan];
74 const float a0 = coef->a0[chan] + dadx * x + dady * y;
75 quadpos->xyzw[chan].f[0] = a0;
76 quadpos->xyzw[chan].f[1] = a0 + dadx;
77 quadpos->xyzw[chan].f[2] = a0 + dady;
78 quadpos->xyzw[chan].f[3] = a0 + dadx + dady;
79 }
80 }
81
82
83 static void
84 exec_prepare( const struct sp_fragment_shader *base,
85 struct tgsi_exec_machine *machine,
86 struct tgsi_sampler *samplers )
87 {
88 tgsi_exec_machine_bind_shader( machine,
89 base->shader.tokens,
90 PIPE_MAX_SAMPLERS,
91 samplers );
92 }
93
94
95
96
97 /* TODO: hide the machine struct in here somewhere, remove from this
98 * interface:
99 */
100 static unsigned
101 exec_run( const struct sp_fragment_shader *base,
102 struct tgsi_exec_machine *machine,
103 struct quad_header *quad )
104 {
105
106 /* Compute X, Y, Z, W vals for this quad */
107 sp_setup_pos_vector(quad->posCoef,
108 (float)quad->x0, (float)quad->y0,
109 &machine->QuadPos);
110
111 return tgsi_exec_machine_run( machine );
112 }
113
114
115
116 static void
117 exec_delete( struct sp_fragment_shader *base )
118 {
119 FREE(base);
120 }
121
122
123
124
125
126 struct sp_fragment_shader *
127 softpipe_create_fs_exec(struct softpipe_context *softpipe,
128 const struct pipe_shader_state *templ)
129 {
130 struct sp_exec_fragment_shader *shader;
131
132 /* Decide whether we'll be codegenerating this shader and if so do
133 * that now.
134 */
135
136 shader = CALLOC_STRUCT(sp_exec_fragment_shader);
137 if (!shader)
138 return NULL;
139
140 shader->base.shader = *templ;
141 shader->base.prepare = exec_prepare;
142 shader->base.run = exec_run;
143 shader->base.delete = exec_delete;
144
145 return &shader->base;
146 }
147