Merge commit 'origin/mesa_7_7_branch'
[mesa.git] / src / gallium / drivers / softpipe / sp_fs_exec.c
1 /**************************************************************************
2 *
3 * Copyright 2007 Tungsten Graphics, Inc., Cedar Park, Texas.
4 * All Rights Reserved.
5 *
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:
13 *
14 * The above copyright notice and this permission notice (including the
15 * next paragraph) shall be included in all copies or substantial portions
16 * of the Software.
17 *
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.
25 *
26 **************************************************************************/
27
28 /**
29 * Execute fragment shader using the TGSI interpreter.
30 */
31
32 #include "sp_context.h"
33 #include "sp_state.h"
34 #include "sp_fs.h"
35 #include "sp_quad.h"
36
37 #include "pipe/p_state.h"
38 #include "pipe/p_defines.h"
39 #include "util/u_memory.h"
40 #include "tgsi/tgsi_exec.h"
41 #include "tgsi/tgsi_parse.h"
42
43
44 /**
45 * Subclass of sp_fragment_shader
46 */
47 struct sp_exec_fragment_shader
48 {
49 struct sp_fragment_shader base;
50 /* No other members for now */
51 };
52
53
54 /** cast wrapper */
55 static INLINE struct sp_exec_fragment_shader *
56 sp_exec_fragment_shader(const struct sp_fragment_shader *base)
57 {
58 return (struct sp_exec_fragment_shader *) base;
59 }
60
61
62 static void
63 exec_prepare( const struct sp_fragment_shader *base,
64 struct tgsi_exec_machine *machine,
65 struct tgsi_sampler **samplers )
66 {
67 /*
68 * Bind tokens/shader to the interpreter's machine state.
69 * Avoid redundant binding.
70 */
71 if (machine->Tokens != base->shader.tokens) {
72 tgsi_exec_machine_bind_shader( machine,
73 base->shader.tokens,
74 PIPE_MAX_SAMPLERS,
75 samplers );
76 }
77 }
78
79
80
81 /**
82 * Compute quad X,Y,Z,W for the four fragments in a quad.
83 *
84 * This should really be part of the compiled shader.
85 */
86 static void
87 setup_pos_vector(const struct tgsi_interp_coef *coef,
88 float x, float y,
89 struct tgsi_exec_vector *quadpos)
90 {
91 uint chan;
92 /* do X */
93 quadpos->xyzw[0].f[0] = x;
94 quadpos->xyzw[0].f[1] = x + 1;
95 quadpos->xyzw[0].f[2] = x;
96 quadpos->xyzw[0].f[3] = x + 1;
97
98 /* do Y */
99 quadpos->xyzw[1].f[0] = y;
100 quadpos->xyzw[1].f[1] = y;
101 quadpos->xyzw[1].f[2] = y + 1;
102 quadpos->xyzw[1].f[3] = y + 1;
103
104 /* do Z and W for all fragments in the quad */
105 for (chan = 2; chan < 4; chan++) {
106 const float dadx = coef->dadx[chan];
107 const float dady = coef->dady[chan];
108 const float a0 = coef->a0[chan] + dadx * x + dady * y;
109 quadpos->xyzw[chan].f[0] = a0;
110 quadpos->xyzw[chan].f[1] = a0 + dadx;
111 quadpos->xyzw[chan].f[2] = a0 + dady;
112 quadpos->xyzw[chan].f[3] = a0 + dadx + dady;
113 }
114 }
115
116
117 /* TODO: hide the machine struct in here somewhere, remove from this
118 * interface:
119 */
120 static unsigned
121 exec_run( const struct sp_fragment_shader *base,
122 struct tgsi_exec_machine *machine,
123 struct quad_header *quad )
124 {
125 /* Compute X, Y, Z, W vals for this quad */
126 setup_pos_vector(quad->posCoef,
127 (float)quad->input.x0, (float)quad->input.y0,
128 &machine->QuadPos);
129
130 if (quad->input.facing) {
131 machine->Face = -1.0f;
132 } else {
133 machine->Face = 1.0f;
134 }
135
136 quad->inout.mask &= tgsi_exec_machine_run( machine );
137 if (quad->inout.mask == 0)
138 return FALSE;
139
140 /* store outputs */
141 {
142 const ubyte *sem_name = base->info.output_semantic_name;
143 const ubyte *sem_index = base->info.output_semantic_index;
144 const uint n = base->info.num_outputs;
145 uint i;
146 for (i = 0; i < n; i++) {
147 switch (sem_name[i]) {
148 case TGSI_SEMANTIC_COLOR:
149 {
150 uint cbuf = sem_index[i];
151 memcpy(quad->output.color[cbuf],
152 &machine->Outputs[i].xyzw[0].f[0],
153 sizeof(quad->output.color[0]) );
154 }
155 break;
156 case TGSI_SEMANTIC_POSITION:
157 {
158 uint j;
159 for (j = 0; j < 4; j++) {
160 quad->output.depth[j] = machine->Outputs[i].xyzw[2].f[j];
161 }
162 }
163 break;
164 }
165 }
166 }
167
168 return TRUE;
169 }
170
171
172 static void
173 exec_delete( struct sp_fragment_shader *base )
174 {
175 FREE((void *) base->shader.tokens);
176 FREE(base);
177 }
178
179
180 struct sp_fragment_shader *
181 softpipe_create_fs_exec(struct softpipe_context *softpipe,
182 const struct pipe_shader_state *templ)
183 {
184 struct sp_exec_fragment_shader *shader;
185
186 /* Decide whether we'll be codegenerating this shader and if so do
187 * that now.
188 */
189
190 shader = CALLOC_STRUCT(sp_exec_fragment_shader);
191 if (!shader)
192 return NULL;
193
194 /* we need to keep a local copy of the tokens */
195 shader->base.shader.tokens = tgsi_dup_tokens(templ->tokens);
196 shader->base.prepare = exec_prepare;
197 shader->base.run = exec_run;
198 shader->base.delete = exec_delete;
199
200 return &shader->base;
201 }