forked from KolibriOS/kolibrios
edb28b33f3
git-svn-id: svn://kolibrios.org@3770 a494cfbc-eb01-0410-851d-a64ba20cac60
399 lines
11 KiB
C
399 lines
11 KiB
C
/**************************************************************************
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*
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* Copyright 2007 Tungsten Graphics, Inc., Cedar Park, Texas.
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* All Rights Reserved.
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*
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* Permission is hereby granted, free of charge, to any person obtaining a
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* copy of this software and associated documentation files (the
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* "Software"), to deal in the Software without restriction, including
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* without limitation the rights to use, copy, modify, merge, publish,
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* distribute, sub license, and/or sell copies of the Software, and to
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* permit persons to whom the Software is furnished to do so, subject to
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* the following conditions:
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*
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* The above copyright notice and this permission notice (including the
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* next paragraph) shall be included in all copies or substantial portions
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* of the Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
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* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
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* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT.
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* IN NO EVENT SHALL TUNGSTEN GRAPHICS AND/OR ITS SUPPLIERS BE LIABLE FOR
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* ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
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* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
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* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
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*
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**************************************************************************/
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#include "sp_context.h"
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#include "sp_state.h"
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#include "sp_fs.h"
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#include "sp_texture.h"
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#include "pipe/p_defines.h"
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#include "util/u_memory.h"
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#include "util/u_inlines.h"
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#include "util/u_pstipple.h"
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#include "draw/draw_context.h"
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#include "draw/draw_vs.h"
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#include "draw/draw_gs.h"
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#include "tgsi/tgsi_dump.h"
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#include "tgsi/tgsi_scan.h"
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#include "tgsi/tgsi_parse.h"
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/**
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* Create a new fragment shader variant.
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*/
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static struct sp_fragment_shader_variant *
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create_fs_variant(struct softpipe_context *softpipe,
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struct sp_fragment_shader *fs,
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const struct sp_fragment_shader_variant_key *key)
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{
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struct sp_fragment_shader_variant *var;
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struct pipe_shader_state *stipple_fs = NULL, *curfs = &fs->shader;
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unsigned unit = 0;
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#if DO_PSTIPPLE_IN_HELPER_MODULE
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if (key->polygon_stipple) {
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/* get new shader that implements polygon stippling */
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stipple_fs = util_pstipple_create_fragment_shader(&softpipe->pipe,
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curfs, &unit);
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curfs = stipple_fs;
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}
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#endif
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/* codegen, create variant object */
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var = softpipe_create_fs_variant_exec(softpipe, curfs);
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if (var) {
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var->key = *key;
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var->tokens = tgsi_dup_tokens(curfs->tokens);
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var->stipple_sampler_unit = unit;
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tgsi_scan_shader(var->tokens, &var->info);
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/* See comments elsewhere about draw fragment shaders */
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#if 0
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/* draw's fs state */
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var->draw_shader = draw_create_fragment_shader(softpipe->draw,
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&fs->shader);
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if (!var->draw_shader) {
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var->delete(var);
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FREE((void *) var->tokens);
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return NULL;
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}
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#endif
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/* insert variant into linked list */
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var->next = fs->variants;
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fs->variants = var;
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}
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if (stipple_fs) {
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FREE((void *) stipple_fs->tokens);
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FREE(stipple_fs);
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}
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return var;
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}
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struct sp_fragment_shader_variant *
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softpipe_find_fs_variant(struct softpipe_context *sp,
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struct sp_fragment_shader *fs,
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const struct sp_fragment_shader_variant_key *key)
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{
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struct sp_fragment_shader_variant *var;
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for (var = fs->variants; var; var = var->next) {
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if (memcmp(&var->key, key, sizeof(*key)) == 0) {
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/* found it */
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return var;
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}
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}
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return create_fs_variant(sp, fs, key);
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}
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static void *
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softpipe_create_fs_state(struct pipe_context *pipe,
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const struct pipe_shader_state *templ)
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{
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struct softpipe_context *softpipe = softpipe_context(pipe);
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struct sp_fragment_shader *state = CALLOC_STRUCT(sp_fragment_shader);
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/* debug */
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if (softpipe->dump_fs)
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tgsi_dump(templ->tokens, 0);
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/* we need to keep a local copy of the tokens */
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state->shader.tokens = tgsi_dup_tokens(templ->tokens);
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/* draw's fs state */
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state->draw_shader = draw_create_fragment_shader(softpipe->draw,
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&state->shader);
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if (!state->draw_shader) {
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FREE((void *) state->shader.tokens);
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FREE(state);
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return NULL;
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}
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return state;
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}
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static void
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softpipe_bind_fs_state(struct pipe_context *pipe, void *fs)
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{
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struct softpipe_context *softpipe = softpipe_context(pipe);
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struct sp_fragment_shader *state = (struct sp_fragment_shader *) fs;
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if (softpipe->fs == fs)
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return;
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draw_flush(softpipe->draw);
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softpipe->fs = fs;
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/* This depends on the current fragment shader and must always be
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* re-validated before use.
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*/
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softpipe->fs_variant = NULL;
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if (state)
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draw_bind_fragment_shader(softpipe->draw,
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state->draw_shader);
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else
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draw_bind_fragment_shader(softpipe->draw, NULL);
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softpipe->dirty |= SP_NEW_FS;
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}
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static void
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softpipe_delete_fs_state(struct pipe_context *pipe, void *fs)
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{
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struct softpipe_context *softpipe = softpipe_context(pipe);
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struct sp_fragment_shader *state = fs;
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struct sp_fragment_shader_variant *var, *next_var;
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assert(fs != softpipe->fs);
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/* delete variants */
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for (var = state->variants; var; var = next_var) {
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next_var = var->next;
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assert(var != softpipe->fs_variant);
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/* See comments elsewhere about draw fragment shaders */
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#if 0
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draw_delete_fragment_shader(softpipe->draw, var->draw_shader);
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#endif
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var->delete(var, softpipe->fs_machine);
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}
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draw_delete_fragment_shader(softpipe->draw, state->draw_shader);
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FREE((void *) state->shader.tokens);
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FREE(state);
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}
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static void *
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softpipe_create_vs_state(struct pipe_context *pipe,
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const struct pipe_shader_state *templ)
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{
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struct softpipe_context *softpipe = softpipe_context(pipe);
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struct sp_vertex_shader *state;
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state = CALLOC_STRUCT(sp_vertex_shader);
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if (state == NULL )
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goto fail;
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/* copy shader tokens, the ones passed in will go away.
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*/
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state->shader.tokens = tgsi_dup_tokens(templ->tokens);
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if (state->shader.tokens == NULL)
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goto fail;
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state->draw_data = draw_create_vertex_shader(softpipe->draw, templ);
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if (state->draw_data == NULL)
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goto fail;
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state->max_sampler = state->draw_data->info.file_max[TGSI_FILE_SAMPLER];
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return state;
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fail:
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if (state) {
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FREE( (void *)state->shader.tokens );
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FREE( state->draw_data );
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FREE( state );
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}
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return NULL;
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}
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static void
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softpipe_bind_vs_state(struct pipe_context *pipe, void *vs)
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{
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struct softpipe_context *softpipe = softpipe_context(pipe);
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softpipe->vs = (struct sp_vertex_shader *) vs;
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draw_bind_vertex_shader(softpipe->draw,
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(softpipe->vs ? softpipe->vs->draw_data : NULL));
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softpipe->dirty |= SP_NEW_VS;
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}
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static void
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softpipe_delete_vs_state(struct pipe_context *pipe, void *vs)
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{
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struct softpipe_context *softpipe = softpipe_context(pipe);
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struct sp_vertex_shader *state = (struct sp_vertex_shader *) vs;
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draw_delete_vertex_shader(softpipe->draw, state->draw_data);
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FREE( (void *)state->shader.tokens );
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FREE( state );
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}
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static void *
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softpipe_create_gs_state(struct pipe_context *pipe,
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const struct pipe_shader_state *templ)
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{
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struct softpipe_context *softpipe = softpipe_context(pipe);
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struct sp_geometry_shader *state;
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state = CALLOC_STRUCT(sp_geometry_shader);
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if (state == NULL )
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goto fail;
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state->shader = *templ;
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if (templ->tokens) {
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/* debug */
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if (softpipe->dump_gs)
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tgsi_dump(templ->tokens, 0);
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/* copy shader tokens, the ones passed in will go away.
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*/
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state->shader.tokens = tgsi_dup_tokens(templ->tokens);
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if (state->shader.tokens == NULL)
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goto fail;
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state->draw_data = draw_create_geometry_shader(softpipe->draw, templ);
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if (state->draw_data == NULL)
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goto fail;
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state->max_sampler = state->draw_data->info.file_max[TGSI_FILE_SAMPLER];
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}
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return state;
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fail:
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if (state) {
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FREE( (void *)state->shader.tokens );
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FREE( state->draw_data );
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FREE( state );
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}
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return NULL;
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}
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static void
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softpipe_bind_gs_state(struct pipe_context *pipe, void *gs)
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{
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struct softpipe_context *softpipe = softpipe_context(pipe);
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softpipe->gs = (struct sp_geometry_shader *)gs;
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draw_bind_geometry_shader(softpipe->draw,
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(softpipe->gs ? softpipe->gs->draw_data : NULL));
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softpipe->dirty |= SP_NEW_GS;
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}
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static void
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softpipe_delete_gs_state(struct pipe_context *pipe, void *gs)
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{
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struct softpipe_context *softpipe = softpipe_context(pipe);
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struct sp_geometry_shader *state =
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(struct sp_geometry_shader *)gs;
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draw_delete_geometry_shader(softpipe->draw,
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(state) ? state->draw_data : 0);
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FREE((void *) state->shader.tokens);
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FREE(state);
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}
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static void
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softpipe_set_constant_buffer(struct pipe_context *pipe,
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uint shader, uint index,
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struct pipe_constant_buffer *cb)
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{
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struct softpipe_context *softpipe = softpipe_context(pipe);
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struct pipe_resource *constants = cb ? cb->buffer : NULL;
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unsigned size;
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const void *data;
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if (cb && cb->user_buffer) {
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constants = softpipe_user_buffer_create(pipe->screen,
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(void *) cb->user_buffer,
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cb->buffer_size,
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PIPE_BIND_CONSTANT_BUFFER);
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}
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size = constants ? constants->width0 : 0;
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data = constants ? softpipe_resource(constants)->data : NULL;
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assert(shader < PIPE_SHADER_TYPES);
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draw_flush(softpipe->draw);
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/* note: reference counting */
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pipe_resource_reference(&softpipe->constants[shader][index], constants);
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if (shader == PIPE_SHADER_VERTEX || shader == PIPE_SHADER_GEOMETRY) {
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draw_set_mapped_constant_buffer(softpipe->draw, shader, index, data, size);
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}
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softpipe->mapped_constants[shader][index] = data;
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softpipe->const_buffer_size[shader][index] = size;
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softpipe->dirty |= SP_NEW_CONSTANTS;
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if (cb && cb->user_buffer) {
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pipe_resource_reference(&constants, NULL);
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}
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}
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void
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softpipe_init_shader_funcs(struct pipe_context *pipe)
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{
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pipe->create_fs_state = softpipe_create_fs_state;
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pipe->bind_fs_state = softpipe_bind_fs_state;
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pipe->delete_fs_state = softpipe_delete_fs_state;
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pipe->create_vs_state = softpipe_create_vs_state;
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pipe->bind_vs_state = softpipe_bind_vs_state;
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pipe->delete_vs_state = softpipe_delete_vs_state;
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pipe->create_gs_state = softpipe_create_gs_state;
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pipe->bind_gs_state = softpipe_bind_gs_state;
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pipe->delete_gs_state = softpipe_delete_gs_state;
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pipe->set_constant_buffer = softpipe_set_constant_buffer;
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}
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