xref: /aosp_15_r20/external/mesa3d/src/gallium/drivers/softpipe/sp_fs_exec.c (revision 6104692788411f58d303aa86923a9ff6ecaded22)
1 /**************************************************************************
2  *
3  * Copyright 2007 VMware, Inc.
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 VMWARE 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 
42 
43 /**
44  * Subclass of sp_fragment_shader_variant
45  */
46 struct sp_exec_fragment_shader
47 {
48    struct sp_fragment_shader_variant base;
49    /* No other members for now */
50 };
51 
52 
53 static void
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)54 exec_prepare( const struct sp_fragment_shader_variant *var,
55               struct tgsi_exec_machine *machine,
56               struct tgsi_sampler *sampler,
57               struct tgsi_image *image,
58               struct tgsi_buffer *buffer )
59 {
60    /*
61     * Bind tokens/shader to the interpreter's machine state.
62     */
63    tgsi_exec_machine_bind_shader(machine,
64                                  var->tokens,
65                                  sampler, image, buffer);
66 }
67 
68 
69 
70 /**
71  * Compute quad X,Y,Z,W for the four fragments in a quad.
72  *
73  * This should really be part of the compiled shader.
74  */
75 static void
setup_pos_vector(const struct tgsi_interp_coef * coef,float x,float y,struct tgsi_exec_vector * quadpos)76 setup_pos_vector(const struct tgsi_interp_coef *coef,
77                  float x, float y,
78                  struct tgsi_exec_vector *quadpos)
79 {
80    uint chan;
81    /* do X */
82    quadpos->xyzw[0].f[0] = x;
83    quadpos->xyzw[0].f[1] = x + 1;
84    quadpos->xyzw[0].f[2] = x;
85    quadpos->xyzw[0].f[3] = x + 1;
86 
87    /* do Y */
88    quadpos->xyzw[1].f[0] = y;
89    quadpos->xyzw[1].f[1] = y;
90    quadpos->xyzw[1].f[2] = y + 1;
91    quadpos->xyzw[1].f[3] = y + 1;
92 
93    /* do Z and W for all fragments in the quad */
94    for (chan = 2; chan < 4; chan++) {
95       const float dadx = coef->dadx[chan];
96       const float dady = coef->dady[chan];
97       const float a0 = coef->a0[chan] + dadx * x + dady * y;
98       quadpos->xyzw[chan].f[0] = a0;
99       quadpos->xyzw[chan].f[1] = a0 + dadx;
100       quadpos->xyzw[chan].f[2] = a0 + dady;
101       quadpos->xyzw[chan].f[3] = a0 + dadx + dady;
102    }
103 }
104 
105 
106 /* TODO: hide the machine struct in here somewhere, remove from this
107  * interface:
108  */
109 static unsigned
exec_run(const struct sp_fragment_shader_variant * var,struct tgsi_exec_machine * machine,struct quad_header * quad,bool early_depth_test)110 exec_run( const struct sp_fragment_shader_variant *var,
111 	  struct tgsi_exec_machine *machine,
112 	  struct quad_header *quad,
113 	  bool early_depth_test )
114 {
115    /* Compute X, Y, Z, W vals for this quad */
116    setup_pos_vector(quad->posCoef,
117                     (float)quad->input.x0, (float)quad->input.y0,
118                     &machine->QuadPos);
119 
120    /* convert 0 to 1.0 and 1 to -1.0 */
121    machine->Face = (float) (quad->input.facing * -2 + 1);
122 
123    machine->NonHelperMask = quad->inout.mask;
124    quad->inout.mask &= tgsi_exec_machine_run( machine, 0 );
125    if (quad->inout.mask == 0)
126       return false;
127 
128    /* store outputs */
129    {
130       const uint8_t *sem_name = var->info.output_semantic_name;
131       const uint8_t *sem_index = var->info.output_semantic_index;
132       const uint n = var->info.num_outputs;
133       uint i;
134       for (i = 0; i < n; i++) {
135          switch (sem_name[i]) {
136          case TGSI_SEMANTIC_COLOR:
137             {
138                uint cbuf = sem_index[i];
139 
140                assert(sizeof(quad->output.color[cbuf]) ==
141                       sizeof(machine->Outputs[i]));
142 
143                /* copy float[4][4] result */
144                memcpy(quad->output.color[cbuf],
145                       &machine->Outputs[i],
146                       sizeof(quad->output.color[0]) );
147             }
148             break;
149          case TGSI_SEMANTIC_POSITION:
150             {
151                uint j;
152 
153                if (!early_depth_test) {
154                   for (j = 0; j < 4; j++)
155                      quad->output.depth[j] = machine->Outputs[i].xyzw[2].f[j];
156                }
157             }
158             break;
159          case TGSI_SEMANTIC_STENCIL:
160             {
161                uint j;
162                if (!early_depth_test) {
163                   for (j = 0; j < 4; j++)
164                      quad->output.stencil[j] = (unsigned)machine->Outputs[i].xyzw[1].u[j];
165                }
166             }
167             break;
168          }
169       }
170    }
171 
172    return true;
173 }
174 
175 
176 static void
exec_delete(struct sp_fragment_shader_variant * var,struct tgsi_exec_machine * machine)177 exec_delete(struct sp_fragment_shader_variant *var,
178             struct tgsi_exec_machine *machine)
179 {
180    if (machine->Tokens == var->tokens) {
181       tgsi_exec_machine_bind_shader(machine, NULL, NULL, NULL, NULL);
182    }
183 
184    FREE( (void *) var->tokens );
185    FREE(var);
186 }
187 
188 
189 struct sp_fragment_shader_variant *
softpipe_create_fs_variant_exec(struct softpipe_context * softpipe)190 softpipe_create_fs_variant_exec(struct softpipe_context *softpipe)
191 {
192    struct sp_exec_fragment_shader *shader;
193 
194    shader = CALLOC_STRUCT(sp_exec_fragment_shader);
195    if (!shader)
196       return NULL;
197 
198    shader->base.prepare = exec_prepare;
199    shader->base.run = exec_run;
200    shader->base.delete = exec_delete;
201 
202    return &shader->base;
203 }
204