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
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23  * TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
24  * SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
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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_variant
46  */
47 struct sp_exec_fragment_shader
48 {
49    struct sp_fragment_shader_variant base;
50    /* No other members for now */
51 };
52 
53 
54 /** cast wrapper */
55 static INLINE struct sp_exec_fragment_shader *
sp_exec_fragment_shader(const struct sp_fragment_shader_variant * var)56 sp_exec_fragment_shader(const struct sp_fragment_shader_variant *var)
57 {
58    return (struct sp_exec_fragment_shader *) var;
59 }
60 
61 
62 static void
exec_prepare(const struct sp_fragment_shader_variant * var,struct tgsi_exec_machine * machine,struct tgsi_sampler ** samplers)63 exec_prepare( const struct sp_fragment_shader_variant *var,
64 	      struct tgsi_exec_machine *machine,
65 	      struct tgsi_sampler **samplers )
66 {
67    /*
68     * Bind tokens/shader to the interpreter's machine state.
69     */
70    tgsi_exec_machine_bind_shader(machine,
71                                  var->tokens,
72                                  PIPE_MAX_SAMPLERS,
73                                  samplers);
74 }
75 
76 
77 
78 /**
79  * Compute quad X,Y,Z,W for the four fragments in a quad.
80  *
81  * This should really be part of the compiled shader.
82  */
83 static void
setup_pos_vector(const struct tgsi_interp_coef * coef,float x,float y,struct tgsi_exec_vector * quadpos)84 setup_pos_vector(const struct tgsi_interp_coef *coef,
85                  float x, float y,
86                  struct tgsi_exec_vector *quadpos)
87 {
88    uint chan;
89    /* do X */
90    quadpos->xyzw[0].f[0] = x;
91    quadpos->xyzw[0].f[1] = x + 1;
92    quadpos->xyzw[0].f[2] = x;
93    quadpos->xyzw[0].f[3] = x + 1;
94 
95    /* do Y */
96    quadpos->xyzw[1].f[0] = y;
97    quadpos->xyzw[1].f[1] = y;
98    quadpos->xyzw[1].f[2] = y + 1;
99    quadpos->xyzw[1].f[3] = y + 1;
100 
101    /* do Z and W for all fragments in the quad */
102    for (chan = 2; chan < 4; chan++) {
103       const float dadx = coef->dadx[chan];
104       const float dady = coef->dady[chan];
105       const float a0 = coef->a0[chan] + dadx * x + dady * y;
106       quadpos->xyzw[chan].f[0] = a0;
107       quadpos->xyzw[chan].f[1] = a0 + dadx;
108       quadpos->xyzw[chan].f[2] = a0 + dady;
109       quadpos->xyzw[chan].f[3] = a0 + dadx + dady;
110    }
111 }
112 
113 
114 /* TODO: hide the machine struct in here somewhere, remove from this
115  * interface:
116  */
117 static unsigned
exec_run(const struct sp_fragment_shader_variant * var,struct tgsi_exec_machine * machine,struct quad_header * quad)118 exec_run( const struct sp_fragment_shader_variant *var,
119 	  struct tgsi_exec_machine *machine,
120 	  struct quad_header *quad )
121 {
122    /* Compute X, Y, Z, W vals for this quad */
123    setup_pos_vector(quad->posCoef,
124                     (float)quad->input.x0, (float)quad->input.y0,
125                     &machine->QuadPos);
126 
127    /* convert 0 to 1.0 and 1 to -1.0 */
128    machine->Face = (float) (quad->input.facing * -2 + 1);
129 
130    quad->inout.mask &= tgsi_exec_machine_run( machine );
131    if (quad->inout.mask == 0)
132       return FALSE;
133 
134    /* store outputs */
135    {
136       const ubyte *sem_name = var->info.output_semantic_name;
137       const ubyte *sem_index = var->info.output_semantic_index;
138       const uint n = var->info.num_outputs;
139       uint i;
140       for (i = 0; i < n; i++) {
141          switch (sem_name[i]) {
142          case TGSI_SEMANTIC_COLOR:
143             {
144                uint cbuf = sem_index[i];
145 
146                assert(sizeof(quad->output.color[cbuf]) ==
147                       sizeof(machine->Outputs[i]));
148 
149                /* copy float[4][4] result */
150                memcpy(quad->output.color[cbuf],
151                       &machine->Outputs[i],
152                       sizeof(quad->output.color[0]) );
153             }
154             break;
155          case TGSI_SEMANTIC_POSITION:
156             {
157                uint j;
158 
159                for (j = 0; j < 4; j++)
160                   quad->output.depth[j] = machine->Outputs[i].xyzw[2].f[j];
161             }
162             break;
163          case TGSI_SEMANTIC_STENCIL:
164             {
165                uint j;
166 
167                for (j = 0; j < 4; j++)
168                   quad->output.stencil[j] = (unsigned)machine->Outputs[i].xyzw[1].f[j];
169             }
170             break;
171          }
172       }
173    }
174 
175    return TRUE;
176 }
177 
178 
179 static void
exec_delete(struct sp_fragment_shader_variant * var,struct tgsi_exec_machine * machine)180 exec_delete(struct sp_fragment_shader_variant *var,
181             struct tgsi_exec_machine *machine)
182 {
183    if (machine->Tokens == var->tokens) {
184       tgsi_exec_machine_bind_shader(machine, NULL, 0, NULL);
185    }
186 
187    FREE( (void *) var->tokens );
188    FREE(var);
189 }
190 
191 
192 struct sp_fragment_shader_variant *
softpipe_create_fs_variant_exec(struct softpipe_context * softpipe,const struct pipe_shader_state * templ)193 softpipe_create_fs_variant_exec(struct softpipe_context *softpipe,
194                                 const struct pipe_shader_state *templ)
195 {
196    struct sp_exec_fragment_shader *shader;
197 
198    shader = CALLOC_STRUCT(sp_exec_fragment_shader);
199    if (!shader)
200       return NULL;
201 
202    shader->base.prepare = exec_prepare;
203    shader->base.run = exec_run;
204    shader->base.delete = exec_delete;
205 
206    return &shader->base;
207 }
208