/**************************************************************************
*
- * Copyright 2007 Tungsten Graphics, Inc., Cedar Park, Texas.
+ * Copyright 2007 VMware, Inc.
* All Rights Reserved.
*
* Permission is hereby granted, free of charge, to any person obtaining a
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT.
- * IN NO EVENT SHALL TUNGSTEN GRAPHICS AND/OR ITS SUPPLIERS BE LIABLE FOR
+ * IN NO EVENT SHALL VMWARE AND/OR ITS SUPPLIERS BE LIABLE FOR
* ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
/**
- * Subclass of sp_fragment_shader
+ * Subclass of sp_fragment_shader_variant
*/
struct sp_exec_fragment_shader
{
- struct sp_fragment_shader base;
+ struct sp_fragment_shader_variant base;
/* No other members for now */
};
/** cast wrapper */
-static INLINE struct sp_exec_fragment_shader *
-sp_exec_fragment_shader(const struct sp_fragment_shader *base)
+static inline struct sp_exec_fragment_shader *
+sp_exec_fragment_shader(const struct sp_fragment_shader_variant *var)
{
- return (struct sp_exec_fragment_shader *) base;
+ return (struct sp_exec_fragment_shader *) var;
}
static void
-exec_prepare( const struct sp_fragment_shader *base,
- struct tgsi_exec_machine *machine,
- struct tgsi_sampler **samplers )
+exec_prepare( const struct sp_fragment_shader_variant *var,
+ struct tgsi_exec_machine *machine,
+ struct tgsi_sampler *sampler,
+ struct tgsi_image *image,
+ struct tgsi_buffer *buffer )
{
/*
* Bind tokens/shader to the interpreter's machine state.
- * Avoid redundant binding.
*/
- if (machine->Tokens != base->shader.tokens) {
- tgsi_exec_machine_bind_shader( machine,
- base->shader.tokens,
- PIPE_MAX_SAMPLERS,
- samplers );
- }
+ tgsi_exec_machine_bind_shader(machine,
+ var->tokens,
+ sampler, image, buffer);
}
* interface:
*/
static unsigned
-exec_run( const struct sp_fragment_shader *base,
+exec_run( const struct sp_fragment_shader_variant *var,
struct tgsi_exec_machine *machine,
- struct quad_header *quad )
+ struct quad_header *quad,
+ bool early_depth_test )
{
/* Compute X, Y, Z, W vals for this quad */
setup_pos_vector(quad->posCoef,
/* convert 0 to 1.0 and 1 to -1.0 */
machine->Face = (float) (quad->input.facing * -2 + 1);
+ machine->NonHelperMask = quad->inout.mask;
quad->inout.mask &= tgsi_exec_machine_run( machine );
if (quad->inout.mask == 0)
return FALSE;
/* store outputs */
{
- const ubyte *sem_name = base->info.output_semantic_name;
- const ubyte *sem_index = base->info.output_semantic_index;
- const uint n = base->info.num_outputs;
+ const ubyte *sem_name = var->info.output_semantic_name;
+ const ubyte *sem_index = var->info.output_semantic_index;
+ const uint n = var->info.num_outputs;
uint i;
for (i = 0; i < n; i++) {
switch (sem_name[i]) {
case TGSI_SEMANTIC_POSITION:
{
uint j;
- for (j = 0; j < 4; j++) {
- quad->output.depth[j] = machine->Outputs[i].xyzw[2].f[j];
+
+ if (!early_depth_test) {
+ for (j = 0; j < 4; j++)
+ quad->output.depth[j] = machine->Outputs[i].xyzw[2].f[j];
+ }
+ }
+ break;
+ case TGSI_SEMANTIC_STENCIL:
+ {
+ uint j;
+ if (!early_depth_test) {
+ for (j = 0; j < 4; j++)
+ quad->output.stencil[j] = (unsigned)machine->Outputs[i].xyzw[1].u[j];
}
}
break;
static void
-exec_delete( struct sp_fragment_shader *base )
+exec_delete(struct sp_fragment_shader_variant *var,
+ struct tgsi_exec_machine *machine)
{
- FREE((void *) base->shader.tokens);
- FREE(base);
+ if (machine->Tokens == var->tokens) {
+ tgsi_exec_machine_bind_shader(machine, NULL, NULL, NULL, NULL);
+ }
+
+ FREE( (void *) var->tokens );
+ FREE(var);
}
-struct sp_fragment_shader *
-softpipe_create_fs_exec(struct softpipe_context *softpipe,
- const struct pipe_shader_state *templ)
+struct sp_fragment_shader_variant *
+softpipe_create_fs_variant_exec(struct softpipe_context *softpipe)
{
struct sp_exec_fragment_shader *shader;
- /* Decide whether we'll be codegenerating this shader and if so do
- * that now.
- */
-
shader = CALLOC_STRUCT(sp_exec_fragment_shader);
if (!shader)
return NULL;
- /* we need to keep a local copy of the tokens */
- shader->base.shader.tokens = tgsi_dup_tokens(templ->tokens);
shader->base.prepare = exec_prepare;
shader->base.run = exec_run;
shader->base.delete = exec_delete;