gallium: fix the shader-rebind test in softpipe, as was done for the draw module.
[mesa.git] / src / gallium / drivers / softpipe / sp_fs_exec.c
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3 * Copyright 2007 Tungsten Graphics, Inc., Cedar Park, Texas.
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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 "util/u_memory.h"
38 #include "pipe/p_inlines.h"
39 #include "tgsi/tgsi_exec.h"
40 #include "tgsi/tgsi_parse.h"
41
42 struct sp_exec_fragment_shader
43 {
44 struct sp_fragment_shader base;
45 };
46
47
48 /** cast wrapper */
49 static INLINE struct sp_exec_fragment_shader *
50 sp_exec_fragment_shader(const struct sp_fragment_shader *base)
51 {
52 return (struct sp_exec_fragment_shader *) base;
53 }
54
55
56 /**
57 * Compute quad X,Y,Z,W for the four fragments in a quad.
58 *
59 * This should really be part of the compiled shader.
60 */
61 void
62 sp_setup_pos_vector(const struct tgsi_interp_coef *coef,
63 float x, float y,
64 struct tgsi_exec_vector *quadpos)
65 {
66 uint chan;
67 /* do X */
68 quadpos->xyzw[0].f[0] = x;
69 quadpos->xyzw[0].f[1] = x + 1;
70 quadpos->xyzw[0].f[2] = x;
71 quadpos->xyzw[0].f[3] = x + 1;
72
73 /* do Y */
74 quadpos->xyzw[1].f[0] = y;
75 quadpos->xyzw[1].f[1] = y;
76 quadpos->xyzw[1].f[2] = y + 1;
77 quadpos->xyzw[1].f[3] = y + 1;
78
79 /* do Z and W for all fragments in the quad */
80 for (chan = 2; chan < 4; chan++) {
81 const float dadx = coef->dadx[chan];
82 const float dady = coef->dady[chan];
83 const float a0 = coef->a0[chan] + dadx * x + dady * y;
84 quadpos->xyzw[chan].f[0] = a0;
85 quadpos->xyzw[chan].f[1] = a0 + dadx;
86 quadpos->xyzw[chan].f[2] = a0 + dady;
87 quadpos->xyzw[chan].f[3] = a0 + dadx + dady;
88 }
89 }
90
91
92 static void
93 exec_prepare( const struct sp_fragment_shader *base,
94 struct tgsi_exec_machine *machine,
95 struct tgsi_sampler *samplers )
96 {
97 struct sp_exec_fragment_shader *spefs =
98 sp_exec_fragment_shader(base);
99
100 /*
101 * Bind tokens/shader to the interpreter's machine state.
102 * Avoid redundant binding.
103 */
104 if (machine->Tokens != base->shader.tokens) {
105 tgsi_exec_machine_bind_shader( machine,
106 base->shader.tokens,
107 PIPE_MAX_SAMPLERS,
108 samplers );
109 }
110 }
111
112
113
114
115 /* TODO: hide the machine struct in here somewhere, remove from this
116 * interface:
117 */
118 static unsigned
119 exec_run( const struct sp_fragment_shader *base,
120 struct tgsi_exec_machine *machine,
121 struct quad_header *quad )
122 {
123
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,
127 &machine->QuadPos);
128
129 return tgsi_exec_machine_run( machine );
130 }
131
132
133
134 static void
135 exec_delete( struct sp_fragment_shader *base )
136 {
137 FREE((void *) base->shader.tokens);
138 FREE(base);
139 }
140
141
142
143
144
145 struct sp_fragment_shader *
146 softpipe_create_fs_exec(struct softpipe_context *softpipe,
147 const struct pipe_shader_state *templ)
148 {
149 struct sp_exec_fragment_shader *shader;
150
151 /* Decide whether we'll be codegenerating this shader and if so do
152 * that now.
153 */
154
155 shader = CALLOC_STRUCT(sp_exec_fragment_shader);
156 if (!shader)
157 return NULL;
158
159 /* we need to keep a local copy of the tokens */
160 shader->base.shader.tokens = tgsi_dup_tokens(templ->tokens);
161 shader->base.prepare = exec_prepare;
162 shader->base.run = exec_run;
163 shader->base.delete = exec_delete;
164
165 return &shader->base;
166 }
167