From da319095f2ca8869657ebda0db54eb9b2f7393ce Mon Sep 17 00:00:00 2001 From: Keith Whitwell Date: Tue, 11 Aug 2009 18:06:16 +0100 Subject: [PATCH] softpipe: reduce textual differences between exec and sse shader paths Unshare one function (setup_pos_vector) as we want to push this code into the generated shader in the SSE case. --- src/gallium/drivers/softpipe/sp_fs_exec.c | 51 ++++++++++++----------- src/gallium/drivers/softpipe/sp_fs_sse.c | 50 ++++++++++++++++++---- 2 files changed, 69 insertions(+), 32 deletions(-) diff --git a/src/gallium/drivers/softpipe/sp_fs_exec.c b/src/gallium/drivers/softpipe/sp_fs_exec.c index 91e04687c5b..c469ac63407 100644 --- a/src/gallium/drivers/softpipe/sp_fs_exec.c +++ b/src/gallium/drivers/softpipe/sp_fs_exec.c @@ -59,15 +59,34 @@ sp_exec_fragment_shader(const struct sp_fragment_shader *base) } +static void +exec_prepare( const struct sp_fragment_shader *base, + struct tgsi_exec_machine *machine, + struct tgsi_sampler **samplers ) +{ + /* + * 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 ); + } +} + + + /** * Compute quad X,Y,Z,W for the four fragments in a quad. * * This should really be part of the compiled shader. */ -void -sp_setup_pos_vector(const struct tgsi_interp_coef *coef, - float x, float y, - struct tgsi_exec_vector *quadpos) +static void +setup_pos_vector(const struct tgsi_interp_coef *coef, + float x, float y, + struct tgsi_exec_vector *quadpos) { uint chan; /* do X */ @@ -95,24 +114,6 @@ sp_setup_pos_vector(const struct tgsi_interp_coef *coef, } -static void -exec_prepare( const struct sp_fragment_shader *base, - struct tgsi_exec_machine *machine, - struct tgsi_sampler **samplers ) -{ - /* - * 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 ); - } -} - - /* TODO: hide the machine struct in here somewhere, remove from this * interface: */ @@ -122,9 +123,9 @@ exec_run( const struct sp_fragment_shader *base, struct quad_header *quad ) { /* Compute X, Y, Z, W vals for this quad */ - sp_setup_pos_vector(quad->posCoef, - (float)quad->input.x0, (float)quad->input.y0, - &machine->QuadPos); + setup_pos_vector(quad->posCoef, + (float)quad->input.x0, (float)quad->input.y0, + &machine->QuadPos); quad->inout.mask &= tgsi_exec_machine_run( machine ); if (quad->inout.mask == 0) diff --git a/src/gallium/drivers/softpipe/sp_fs_sse.c b/src/gallium/drivers/softpipe/sp_fs_sse.c index 364bb94a5f6..9d3e4670eef 100644 --- a/src/gallium/drivers/softpipe/sp_fs_sse.c +++ b/src/gallium/drivers/softpipe/sp_fs_sse.c @@ -76,6 +76,43 @@ fs_sse_prepare( const struct sp_fragment_shader *base, } + +/** + * Compute quad X,Y,Z,W for the four fragments in a quad. + * + * This should really be part of the compiled shader. + */ +static void +setup_pos_vector(const struct tgsi_interp_coef *coef, + float x, float y, + struct tgsi_exec_vector *quadpos) +{ + uint chan; + /* do X */ + quadpos->xyzw[0].f[0] = x; + quadpos->xyzw[0].f[1] = x + 1; + quadpos->xyzw[0].f[2] = x; + quadpos->xyzw[0].f[3] = x + 1; + + /* do Y */ + quadpos->xyzw[1].f[0] = y; + quadpos->xyzw[1].f[1] = y; + quadpos->xyzw[1].f[2] = y + 1; + quadpos->xyzw[1].f[3] = y + 1; + + /* do Z and W for all fragments in the quad */ + for (chan = 2; chan < 4; chan++) { + const float dadx = coef->dadx[chan]; + const float dady = coef->dady[chan]; + const float a0 = coef->a0[chan] + dadx * x + dady * y; + quadpos->xyzw[chan].f[0] = a0; + quadpos->xyzw[chan].f[1] = a0 + dadx; + quadpos->xyzw[chan].f[2] = a0 + dady; + quadpos->xyzw[chan].f[3] = a0 + dadx + dady; + } +} + + /* TODO: codegenerate the whole run function, skip this wrapper. * TODO: break dependency on tgsi_exec_machine struct * TODO: push Position calculation into the generated shader @@ -89,9 +126,9 @@ fs_sse_run( const struct sp_fragment_shader *base, struct sp_sse_fragment_shader *shader = sp_sse_fragment_shader(base); /* Compute X, Y, Z, W vals for this quad -- place in temp[0] for now */ - sp_setup_pos_vector(quad->posCoef, - (float)quad->input.x0, (float)quad->input.y0, - machine->Temps); + setup_pos_vector(quad->posCoef, + (float)quad->input.x0, (float)quad->input.y0, + machine->Temps); /* init kill mask */ tgsi_set_kill_mask(machine, 0x0); @@ -108,12 +145,11 @@ fs_sse_run( const struct sp_fragment_shader *base, if (quad->inout.mask == 0) return FALSE; - /* store outputs */ { - const ubyte *sem_name = shader->base.info.output_semantic_name; - const ubyte *sem_index = shader->base.info.output_semantic_index; - const uint n = shader->base.info.num_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; uint i; for (i = 0; i < n; i++) { switch (sem_name[i]) { -- 2.30.2