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 #include "sp_context.h"
32 #include "sp_headers.h"
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"
41 struct sp_exec_fragment_shader
{
42 struct sp_fragment_shader base
;
48 * Compute quad X,Y,Z,W for the four fragments in a quad.
50 * This should really be part of the compiled shader.
53 sp_setup_pos_vector(const struct tgsi_interp_coef
*coef
,
55 struct tgsi_exec_vector
*quadpos
)
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;
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;
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
;
84 exec_prepare( struct sp_fragment_shader
*base
,
85 struct tgsi_exec_machine
*machine
,
86 struct tgsi_sampler
*samplers
)
88 tgsi_exec_machine_bind_shader( machine
,
97 /* TODO: hide the machine struct in here somewhere, remove from this
101 exec_run( struct sp_fragment_shader
*base
,
102 struct tgsi_exec_machine
*machine
,
103 struct quad_header
*quad
)
106 /* Compute X, Y, Z, W vals for this quad */
107 sp_setup_pos_vector(quad
->posCoef
,
108 (float)quad
->x0
, (float)quad
->y0
,
111 return tgsi_exec_machine_run( machine
);
117 exec_delete( struct sp_fragment_shader
*base
)
126 struct sp_fragment_shader
*
127 softpipe_create_fs_exec(struct softpipe_context
*softpipe
,
128 const struct pipe_shader_state
*templ
)
130 struct sp_exec_fragment_shader
*shader
;
132 /* Decide whether we'll be codegenerating this shader and if so do
136 shader
= CALLOC_STRUCT(sp_exec_fragment_shader
);
140 shader
->base
.shader
= *templ
;
141 shader
->base
.prepare
= exec_prepare
;
142 shader
->base
.run
= exec_run
;
143 shader
->base
.delete = exec_delete
;
145 return &shader
->base
;