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/*
* Mesa 3-D graphics library
* Version: 6.5
*
* Copyright (C) 1999-2005 Brian Paul All Rights Reserved.
*
* Permission is hereby granted, free of charge, to any person obtaining a
* copy of this software and associated documentation files (the "Software"),
* to deal in the Software without restriction, including without limitation
* the rights to use, copy, modify, merge, publish, distribute, sublicense,
* and/or sell copies of the Software, and to permit persons to whom the
* Software is furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included
* in all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
* BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
* AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
* CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
*/
/* Vertices are just an array of floats, with all the attributes
* packed. We currently assume a layout like:
*
* attr[0][0..3] - window position
* attr[1..n][0..3] - remaining attributes.
*
* Attributes are assumed to be 4 floats wide but are packed so that
* all the enabled attributes run contiguously.
*/
#include "glheader.h"
#include "imports.h"
#include "sp_context.h"
#include "sp_headers.h"
#include "sp_quad.h"
#include "core/tgsi_core.h"
struct exec_machine {
const struct setup_coefficient *coef; /**< will point to quad->coef */
GLfloat attr[FRAG_ATTRIB_MAX][4][QUAD_SIZE];
};
/**
* Compute quad's attributes values, as constants (GL_FLAT shading).
*/
static INLINE void cinterp( struct exec_machine *exec,
GLuint attrib,
GLuint i )
{
GLuint j;
for (j = 0; j < QUAD_SIZE; j++) {
exec->attr[attrib][i][j] = exec->coef[attrib].a0[i];
}
}
/**
* Compute quad's attribute values by linear interpolation.
*
* Push into the fp:
*
* INPUT[attr] = MAD COEF_A0[attr], COEF_DADX[attr], INPUT_WPOS.xxxx
* INPUT[attr] = MAD INPUT[attr], COEF_DADY[attr], INPUT_WPOS.yyyy
*/
static INLINE void linterp( struct exec_machine *exec,
GLuint attrib,
GLuint i )
{
GLuint j;
for (j = 0; j < QUAD_SIZE; j++) {
const GLfloat x = exec->attr[FRAG_ATTRIB_WPOS][0][j];
const GLfloat y = exec->attr[FRAG_ATTRIB_WPOS][1][j];
exec->attr[attrib][i][j] = (exec->coef[attrib].a0[i] +
exec->coef[attrib].dadx[i] * x +
exec->coef[attrib].dady[i] * y);
}
}
/**
* Compute quad's attribute values by linear interpolation with
* perspective correction.
*
* Push into the fp:
*
* INPUT[attr] = MAD COEF_A0[attr], COEF_DADX[attr], INPUT_WPOS.xxxx
* INPUT[attr] = MAD INPUT[attr], COEF_DADY[attr], INPUT_WPOS.yyyy
* INPUT[attr] = MUL INPUT[attr], INPUT_WPOS.wwww
*
* (Or should that be 1/w ???)
*/
static INLINE void pinterp( struct exec_machine *exec,
GLuint attrib,
GLuint i )
{
GLuint j;
for (j = 0; j < QUAD_SIZE; j++) {
const GLfloat x = exec->attr[FRAG_ATTRIB_WPOS][0][j];
const GLfloat y = exec->attr[FRAG_ATTRIB_WPOS][1][j];
const GLfloat invW = exec->attr[FRAG_ATTRIB_WPOS][3][j];
exec->attr[attrib][i][j] = ((exec->coef[attrib].a0[i] +
exec->coef[attrib].dadx[i] * x +
exec->coef[attrib].dady[i] * y) * invW);
}
}
/* This should be done by the fragment shader execution unit (code
* generated from the decl instructions). Do it here for now.
*/
static void
shade_quad( struct quad_stage *qs, struct quad_header *quad )
{
const struct softpipe_context *softpipe = qs->softpipe;
struct exec_machine exec;
const GLfloat fx = quad->x0;
const GLfloat fy = quad->y0;
GLuint i, j;
exec.coef = quad->coef;
/* Position:
*/
exec.attr[FRAG_ATTRIB_WPOS][0][0] = fx;
exec.attr[FRAG_ATTRIB_WPOS][0][1] = fx + 1.0;
exec.attr[FRAG_ATTRIB_WPOS][0][2] = fx;
exec.attr[FRAG_ATTRIB_WPOS][0][3] = fx + 1.0;
exec.attr[FRAG_ATTRIB_WPOS][1][0] = fy;
exec.attr[FRAG_ATTRIB_WPOS][1][1] = fy;
exec.attr[FRAG_ATTRIB_WPOS][1][2] = fy + 1.0;
exec.attr[FRAG_ATTRIB_WPOS][1][3] = fy + 1.0;
/* Z and W are done by linear interpolation */
if (softpipe->need_z) {
linterp(&exec, 0, 2); /* attr[0].z */
}
if (softpipe->need_w) {
linterp(&exec, 0, 3); /* attr[0].w */
/*invert(&exec, 0, 3);*/
}
/* Interpolate all the remaining attributes. This will get pushed
* into the fragment program's responsibilities at some point.
* Start at 1 to skip fragment position attribute (computed above).
*/
for (i = 1; i < quad->nr_attrs; i++) {
switch (softpipe->interp[i]) {
case INTERP_CONSTANT:
for (j = 0; j < NUM_CHANNELS; j++)
cinterp(&exec, i, j);
break;
case INTERP_LINEAR:
for (j = 0; j < NUM_CHANNELS; j++)
linterp(&exec, i, j);
break;
case INTERP_PERSPECTIVE:
for (j = 0; j < NUM_CHANNELS; j++)
pinterp(&exec, i, j);
break;
}
}
#if 1
/*softpipe->run_fs( tri->fp, quad, &tri->outputs );*/
{
struct tgsi_exec_machine machine;
struct tgsi_exec_vector inputs[FRAG_ATTRIB_MAX + 1];
struct tgsi_exec_vector outputs[FRAG_ATTRIB_MAX + 1];
struct tgsi_exec_vector *ainputs;
struct tgsi_exec_vector *aoutputs;
GLuint i /*, total*/;
#ifdef DEBUG
memset(&machine, 0, sizeof(machine));
#endif
ainputs = (struct tgsi_exec_vector *) tgsi_align_128bit( inputs );
aoutputs = (struct tgsi_exec_vector *) tgsi_align_128bit( outputs );
#if 0
for( i = total = 0; i < PIPE_ATTRIB_MAX; i++ ) {
GLuint attr;
attr = softpipe->fp_attr_to_slot[i];
if( attr || total == 0) {
assert( total < FRAG_ATTRIB_MAX );
assert( attr < FRAG_ATTRIB_MAX );
assert( sizeof( ainputs[0] ) == sizeof( exec.attr[0] ) );
memcpy(
&ainputs[total],
exec.attr[attr],
sizeof( ainputs[0] ) );
total++;
}
}
#else
/* load input registers */
/* XXX simpler than above, but might not be right... */
for (i = 0; i < softpipe->nr_attrs; i++) {
memcpy(
&ainputs[i],
exec.attr[i],
sizeof( ainputs[0] ) );
}
#endif
/* init machine state */
tgsi_exec_machine_init(
&machine,
softpipe->fs.tokens );
machine.Inputs = ainputs;
machine.Outputs = aoutputs;
machine.Consts = softpipe->fs.constants->constant; /* XXX alignment? */
/* run shader */
tgsi_exec_machine_run( &machine );
/* store result color */
memcpy(quad->outputs.color,
&aoutputs[FRAG_ATTRIB_COL0].xyzw[0].f[0],
sizeof(quad->outputs.color));
if (softpipe->need_z) {
/* XXX temporary */
quad->outputs.depth[0] = exec.attr[0][2][0];
quad->outputs.depth[1] = exec.attr[0][2][1];
quad->outputs.depth[2] = exec.attr[0][2][2];
quad->outputs.depth[3] = exec.attr[0][2][3];
}
}
#else
{
GLuint attr = softpipe->fp_attr_to_slot[FRAG_ATTRIB_COL0];
assert(attr);
memcpy(quad->outputs.color,
exec.attr[attr],
sizeof(quad->outputs.color));
if (softpipe->need_z) {
quad->outputs.depth[0] = exec.attr[0][2][0];
quad->outputs.depth[1] = exec.attr[0][2][1];
quad->outputs.depth[2] = exec.attr[0][2][2];
quad->outputs.depth[3] = exec.attr[0][2][3];
}
}
#endif
/* shader may cull fragments */
if (quad->mask)
qs->next->run(qs->next, quad);
}
struct quad_stage *sp_quad_shade_stage( struct softpipe_context *softpipe )
{
struct quad_stage *stage = CALLOC_STRUCT(quad_stage);
stage->softpipe = softpipe;
stage->run = shade_quad;
return stage;
}
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