blob: f32fe5f40686ab9c05554594f7e6395bf4539f44 [file] [log] [blame]
/**************************************************************************
*
* Copyright 2007 Tungsten Graphics, Inc., Cedar Park, Texas.
* All Rights Reserved.
* Copyright 2008 VMware, Inc. 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, sub license, 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 (including the
* next paragraph) 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 NON-INFRINGEMENT.
* IN NO EVENT SHALL TUNGSTEN GRAPHICS AND/OR ITS SUPPLIERS 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 "util/u_math.h"
#include "util/u_memory.h"
#include "pipe/p_defines.h"
#include "pipe/p_shader_tokens.h"
#include "sp_context.h"
#include "sp_state.h"
#include "sp_quad.h"
#include "sp_quad_pipe.h"
struct quad_shade_stage
{
struct quad_stage stage; /**< base class */
/* no other fields at this time */
};
/** cast wrapper */
static INLINE struct quad_shade_stage *
quad_shade_stage(struct quad_stage *qs)
{
return (struct quad_shade_stage *) qs;
}
/**
* Execute fragment shader for the four fragments in the quad.
* \return TRUE if quad is alive, FALSE if all four pixels are killed
*/
static INLINE boolean
shade_quad(struct quad_stage *qs, struct quad_header *quad)
{
struct softpipe_context *softpipe = qs->softpipe;
struct tgsi_exec_machine *machine = softpipe->fs_machine;
/* run shader */
machine->flatshade_color = softpipe->rasterizer->flatshade ? TRUE : FALSE;
return softpipe->fs_variant->run( softpipe->fs_variant, machine, quad );
}
static void
coverage_quad(struct quad_stage *qs, struct quad_header *quad)
{
struct softpipe_context *softpipe = qs->softpipe;
uint cbuf;
/* loop over colorbuffer outputs */
for (cbuf = 0; cbuf < softpipe->framebuffer.nr_cbufs; cbuf++) {
float (*quadColor)[4] = quad->output.color[cbuf];
unsigned j;
for (j = 0; j < TGSI_QUAD_SIZE; j++) {
assert(quad->input.coverage[j] >= 0.0);
assert(quad->input.coverage[j] <= 1.0);
quadColor[3][j] *= quad->input.coverage[j];
}
}
}
/**
* Shade/write an array of quads
* Called via quad_stage::run()
*/
static void
shade_quads(struct quad_stage *qs,
struct quad_header *quads[],
unsigned nr)
{
struct softpipe_context *softpipe = qs->softpipe;
struct tgsi_exec_machine *machine = softpipe->fs_machine;
unsigned i, nr_quads = 0;
tgsi_exec_set_constant_buffers(machine, PIPE_MAX_CONSTANT_BUFFERS,
softpipe->mapped_constants[PIPE_SHADER_FRAGMENT],
softpipe->const_buffer_size[PIPE_SHADER_FRAGMENT]);
machine->InterpCoefs = quads[0]->coef;
for (i = 0; i < nr; i++) {
/* Only omit this quad from the output list if all the fragments
* are killed _AND_ it's not the first quad in the list.
* The first quad is special in the (optimized) depth-testing code:
* the quads' Z coordinates are step-wise interpolated with respect
* to the first quad in the list.
* For multi-pass algorithms we need to produce exactly the same
* Z values in each pass. If interpolation starts with different quads
* we can get different Z values for the same (x,y).
*/
if (!shade_quad(qs, quads[i]) && i > 0)
continue; /* quad totally culled/killed */
if (/*do_coverage*/ 0)
coverage_quad( qs, quads[i] );
quads[nr_quads++] = quads[i];
}
if (nr_quads)
qs->next->run(qs->next, quads, nr_quads);
}
/**
* Per-primitive (or per-begin?) setup
*/
static void
shade_begin(struct quad_stage *qs)
{
qs->next->begin(qs->next);
}
static void
shade_destroy(struct quad_stage *qs)
{
FREE( qs );
}
struct quad_stage *
sp_quad_shade_stage( struct softpipe_context *softpipe )
{
struct quad_shade_stage *qss = CALLOC_STRUCT(quad_shade_stage);
if (!qss)
goto fail;
qss->stage.softpipe = softpipe;
qss->stage.begin = shade_begin;
qss->stage.run = shade_quads;
qss->stage.destroy = shade_destroy;
return &qss->stage;
fail:
FREE(qss);
return NULL;
}