Merge remote branch 'upstream/gallium-0.1' into nouveau-gallium-0.1
[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 #include "tgsi/util/tgsi_parse.h"
41
42 struct sp_exec_fragment_shader {
43 struct sp_fragment_shader base;
44 };
45
46
47
48 /**
49 * Compute quad X,Y,Z,W for the four fragments in a quad.
50 *
51 * This should really be part of the compiled shader.
52 */
53 void
54 sp_setup_pos_vector(const struct tgsi_interp_coef *coef,
55 float x, float y,
56 struct tgsi_exec_vector *quadpos)
57 {
58 uint chan;
59 /* do X */
60 quadpos->xyzw[0].f[0] = x;
61 quadpos->xyzw[0].f[1] = x + 1;
62 quadpos->xyzw[0].f[2] = x;
63 quadpos->xyzw[0].f[3] = x + 1;
64
65 /* do Y */
66 quadpos->xyzw[1].f[0] = y;
67 quadpos->xyzw[1].f[1] = y;
68 quadpos->xyzw[1].f[2] = y + 1;
69 quadpos->xyzw[1].f[3] = y + 1;
70
71 /* do Z and W for all fragments in the quad */
72 for (chan = 2; chan < 4; chan++) {
73 const float dadx = coef->dadx[chan];
74 const float dady = coef->dady[chan];
75 const float a0 = coef->a0[chan] + dadx * x + dady * y;
76 quadpos->xyzw[chan].f[0] = a0;
77 quadpos->xyzw[chan].f[1] = a0 + dadx;
78 quadpos->xyzw[chan].f[2] = a0 + dady;
79 quadpos->xyzw[chan].f[3] = a0 + dadx + dady;
80 }
81 }
82
83
84 static void
85 exec_prepare( const struct sp_fragment_shader *base,
86 struct tgsi_exec_machine *machine,
87 struct tgsi_sampler *samplers )
88 {
89 tgsi_exec_machine_bind_shader( machine,
90 base->shader.tokens,
91 PIPE_MAX_SAMPLERS,
92 samplers );
93 }
94
95
96
97
98 /* TODO: hide the machine struct in here somewhere, remove from this
99 * interface:
100 */
101 static unsigned
102 exec_run( const struct sp_fragment_shader *base,
103 struct tgsi_exec_machine *machine,
104 struct quad_header *quad )
105 {
106
107 /* Compute X, Y, Z, W vals for this quad */
108 sp_setup_pos_vector(quad->posCoef,
109 (float)quad->x0, (float)quad->y0,
110 &machine->QuadPos);
111
112 return tgsi_exec_machine_run( machine );
113 }
114
115
116
117 static void
118 exec_delete( struct sp_fragment_shader *base )
119 {
120 FREE((void *) base->shader.tokens);
121 FREE(base);
122 }
123
124
125
126
127
128 struct sp_fragment_shader *
129 softpipe_create_fs_exec(struct softpipe_context *softpipe,
130 const struct pipe_shader_state *templ)
131 {
132 struct sp_exec_fragment_shader *shader;
133
134 /* Decide whether we'll be codegenerating this shader and if so do
135 * that now.
136 */
137
138 shader = CALLOC_STRUCT(sp_exec_fragment_shader);
139 if (!shader)
140 return NULL;
141
142 /* we need to keep a local copy of the tokens */
143 shader->base.shader.tokens = tgsi_dup_tokens(templ->tokens);
144 shader->base.prepare = exec_prepare;
145 shader->base.run = exec_run;
146 shader->base.delete = exec_delete;
147
148 return &shader->base;
149 }
150