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 **************************************************************************/
28 /* Vertices are just an array of floats, with all the attributes
29 * packed. We currently assume a layout like:
31 * attr[0][0..3] - window position
32 * attr[1..n][0..3] - remaining attributes.
34 * Attributes are assumed to be 4 floats wide but are packed so that
35 * all the enabled attributes run contiguously.
38 #include "pipe/p_util.h"
39 #include "pipe/p_defines.h"
40 #include "pipe/p_shader_tokens.h"
42 #include "sp_context.h"
44 #include "sp_headers.h"
46 #include "sp_texture.h"
47 #include "sp_tex_sample.h"
50 struct quad_shade_stage
52 struct quad_stage stage
;
53 struct tgsi_sampler samplers
[PIPE_MAX_SAMPLERS
];
54 struct tgsi_exec_machine machine
;
55 struct tgsi_exec_vector
*inputs
, *outputs
;
56 int colorOutSlot
, depthOutSlot
;
61 static INLINE
struct quad_shade_stage
*
62 quad_shade_stage(struct quad_stage
*qs
)
64 return (struct quad_shade_stage
*) qs
;
70 * Execute fragment shader for the four fragments in the quad.
74 struct quad_stage
*qs
,
75 struct quad_header
*quad
)
77 struct quad_shade_stage
*qss
= quad_shade_stage( qs
);
78 struct softpipe_context
*softpipe
= qs
->softpipe
;
79 struct tgsi_exec_machine
*machine
= &qss
->machine
;
81 /* Consts do not require 16 byte alignment. */
82 machine
->Consts
= softpipe
->mapped_constants
[PIPE_SHADER_FRAGMENT
];
84 machine
->InterpCoefs
= quad
->coef
;
87 quad
->mask
&= softpipe
->fs
->run( softpipe
->fs
,
91 /* store result color */
92 if (qss
->colorOutSlot
>= 0) {
93 /* XXX need to handle multiple color outputs someday */
94 assert(qss
->stage
.softpipe
->fs
->info
.output_semantic_name
[qss
->colorOutSlot
]
95 == TGSI_SEMANTIC_COLOR
);
98 &machine
->Outputs
[qss
->colorOutSlot
].xyzw
[0].f
[0],
99 sizeof( quad
->outputs
.color
) );
103 * XXX the following code for updating quad->outputs.depth
104 * isn't really needed if we did early z testing.
108 if (qss
->depthOutSlot
>= 0) {
109 /* output[slot] is new Z */
111 for (i
= 0; i
< 4; i
++) {
112 quad
->outputs
.depth
[i
] = machine
->Outputs
[0].xyzw
[2].f
[i
];
116 /* compute Z values now, as in the quad earlyz stage */
117 /* XXX we should really only do this if the earlyz stage is not used */
118 const float fx
= (float) quad
->x0
;
119 const float fy
= (float) quad
->y0
;
120 const float dzdx
= quad
->posCoef
->dadx
[2];
121 const float dzdy
= quad
->posCoef
->dady
[2];
122 const float z0
= quad
->posCoef
->a0
[2] + dzdx
* fx
+ dzdy
* fy
;
124 quad
->outputs
.depth
[0] = z0
;
125 quad
->outputs
.depth
[1] = z0
+ dzdx
;
126 quad
->outputs
.depth
[2] = z0
+ dzdy
;
127 quad
->outputs
.depth
[3] = z0
+ dzdx
+ dzdy
;
130 /* shader may cull fragments */
132 qs
->next
->run( qs
->next
, quad
);
137 * Per-primitive (or per-begin?) setup
139 static void shade_begin(struct quad_stage
*qs
)
141 struct quad_shade_stage
*qss
= quad_shade_stage(qs
);
142 struct softpipe_context
*softpipe
= qs
->softpipe
;
144 unsigned num
= MAX2(softpipe
->num_textures
, softpipe
->num_samplers
);
146 /* set TGSI sampler state that varies */
147 for (i
= 0; i
< num
; i
++) {
148 qss
->samplers
[i
].state
= softpipe
->sampler
[i
];
149 qss
->samplers
[i
].texture
= softpipe
->texture
[i
];
152 /* find output slots for depth, color */
153 qss
->colorOutSlot
= -1;
154 qss
->depthOutSlot
= -1;
155 for (i
= 0; i
< qss
->stage
.softpipe
->fs
->info
.num_outputs
; i
++) {
156 switch (qss
->stage
.softpipe
->fs
->info
.output_semantic_name
[i
]) {
157 case TGSI_SEMANTIC_POSITION
:
158 qss
->depthOutSlot
= i
;
160 case TGSI_SEMANTIC_COLOR
:
161 qss
->colorOutSlot
= i
;
166 softpipe
->fs
->prepare( softpipe
->fs
,
170 qs
->next
->begin(qs
->next
);
174 static void shade_destroy(struct quad_stage
*qs
)
176 struct quad_shade_stage
*qss
= (struct quad_shade_stage
*) qs
;
178 tgsi_exec_machine_free_data(&qss
->machine
);
180 FREE( qss
->outputs
);
185 struct quad_stage
*sp_quad_shade_stage( struct softpipe_context
*softpipe
)
187 struct quad_shade_stage
*qss
= CALLOC_STRUCT(quad_shade_stage
);
190 /* allocate storage for program inputs/outputs, aligned to 16 bytes */
191 qss
->inputs
= MALLOC(PIPE_MAX_ATTRIBS
* sizeof(*qss
->inputs
) + 16);
192 qss
->outputs
= MALLOC(PIPE_MAX_ATTRIBS
* sizeof(*qss
->outputs
) + 16);
193 qss
->machine
.Inputs
= align16(qss
->inputs
);
194 qss
->machine
.Outputs
= align16(qss
->outputs
);
196 qss
->stage
.softpipe
= softpipe
;
197 qss
->stage
.begin
= shade_begin
;
198 qss
->stage
.run
= shade_quad
;
199 qss
->stage
.destroy
= shade_destroy
;
201 /* set TGSI sampler state that's constant */
202 for (i
= 0; i
< PIPE_MAX_SAMPLERS
; i
++) {
203 assert(softpipe
->tex_cache
[i
]);
204 qss
->samplers
[i
].get_samples
= sp_get_samples
;
205 qss
->samplers
[i
].pipe
= &softpipe
->pipe
;
206 qss
->samplers
[i
].cache
= softpipe
->tex_cache
[i
];
209 tgsi_exec_machine_init( &qss
->machine
);