#include "sp_state.h"
#include "sp_quad.h"
#include "sp_quad_pipe.h"
-#include "sp_texture.h"
-#include "sp_tex_sample.h"
struct quad_shade_stage
{
struct quad_stage stage; /**< base class */
- struct tgsi_exec_machine *machine;
- struct tgsi_exec_vector *inputs, *outputs;
+
+ /* no other fields at this time */
};
/**
* Execute fragment shader for the four fragments in the quad.
+ * \return TRUE if quad is alive, FALSE if all four pixels are killed
*/
static INLINE boolean
shade_quad(struct quad_stage *qs, struct quad_header *quad)
{
- struct quad_shade_stage *qss = quad_shade_stage( qs );
struct softpipe_context *softpipe = qs->softpipe;
- struct tgsi_exec_machine *machine = qss->machine;
+ struct tgsi_exec_machine *machine = softpipe->fs_machine;
/* run shader */
- return softpipe->fs->run( softpipe->fs, machine, quad );
+ return softpipe->fs_variant->run( softpipe->fs_variant, machine, quad );
}
}
-
+/**
+ * Shade/write an array of quads
+ * Called via quad_stage::run()
+ */
static void
shade_quads(struct quad_stage *qs,
- struct quad_header *quads[],
- unsigned nr)
+ struct quad_header *quads[],
+ unsigned nr)
{
- struct quad_shade_stage *qss = quad_shade_stage( qs );
struct softpipe_context *softpipe = qs->softpipe;
- struct tgsi_exec_machine *machine = qss->machine;
+ struct tgsi_exec_machine *machine = softpipe->fs_machine;
+ unsigned i, nr_quads = 0;
+
+ tgsi_exec_set_constant_buffers(machine, PIPE_MAX_CONSTANT_BUFFERS,
+ softpipe->mapped_constants[PIPE_SHADER_FRAGMENT],
+ softpipe->const_buffer_size[PIPE_SHADER_FRAGMENT]);
- unsigned i, pass = 0;
-
- machine->Consts = softpipe->mapped_constants[PIPE_SHADER_FRAGMENT];
machine->InterpCoefs = quads[0]->coef;
for (i = 0; i < nr; i++) {
- if (!shade_quad(qs, quads[i]))
- continue;
+ /* Only omit this quad from the output list if all the fragments
+ * are killed _AND_ it's not the first quad in the list.
+ * The first quad is special in the (optimized) depth-testing code:
+ * the quads' Z coordinates are step-wise interpolated with respect
+ * to the first quad in the list.
+ * For multi-pass algorithms we need to produce exactly the same
+ * Z values in each pass. If interpolation starts with different quads
+ * we can get different Z values for the same (x,y).
+ */
+ if (!shade_quad(qs, quads[i]) && i > 0)
+ continue; /* quad totally culled/killed */
if (/*do_coverage*/ 0)
coverage_quad( qs, quads[i] );
- quads[pass++] = quads[i];
+ quads[nr_quads++] = quads[i];
}
- if (pass)
- qs->next->run(qs->next, quads, pass);
+ if (nr_quads)
+ qs->next->run(qs->next, quads, nr_quads);
}
-
-
-
/**
* Per-primitive (or per-begin?) setup
*/
static void
shade_begin(struct quad_stage *qs)
{
- struct quad_shade_stage *qss = quad_shade_stage(qs);
struct softpipe_context *softpipe = qs->softpipe;
- softpipe->fs->prepare( softpipe->fs,
- qss->machine,
- (struct tgsi_sampler **)
- softpipe->tgsi.frag_samplers_list );
+ softpipe->fs_variant->prepare( softpipe->fs_variant,
+ softpipe->fs_machine,
+ (struct tgsi_sampler **)
+ softpipe->tgsi.frag_samplers_list );
qs->next->begin(qs->next);
}
static void
shade_destroy(struct quad_stage *qs)
{
- struct quad_shade_stage *qss = (struct quad_shade_stage *) qs;
-
- tgsi_exec_machine_destroy(qss->machine);
-
FREE( qs );
}
qss->stage.run = shade_quads;
qss->stage.destroy = shade_destroy;
- qss->machine = tgsi_exec_machine_create();
- if (!qss->machine)
- goto fail;
-
return &qss->stage;
fail:
- if (qss && qss->machine)
- tgsi_exec_machine_destroy(qss->machine);
-
FREE(qss);
return NULL;
}