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PojavLauncherTeam
GitHub Repository: PojavLauncherTeam/mesa
Path: blob/21.2-virgl/src/gallium/drivers/softpipe/sp_quad_fs.c
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/**************************************************************************
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*
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* Copyright 2007 VMware, Inc.
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* All Rights Reserved.
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* Copyright 2008 VMware, Inc. 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 VMWARE 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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/* Vertices are just an array of floats, with all the attributes
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* packed. We currently assume a layout like:
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*
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* attr[0][0..3] - window position
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* attr[1..n][0..3] - remaining attributes.
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*
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* Attributes are assumed to be 4 floats wide but are packed so that
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* all the enabled attributes run contiguously.
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*/
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#include "util/u_math.h"
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#include "util/u_memory.h"
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#include "pipe/p_defines.h"
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#include "pipe/p_shader_tokens.h"
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#include "sp_context.h"
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#include "sp_state.h"
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#include "sp_quad.h"
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#include "sp_quad_pipe.h"
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struct quad_shade_stage
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{
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struct quad_stage stage; /**< base class */
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/* no other fields at this time */
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};
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/**
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* Execute fragment shader for the four fragments in the quad.
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* \return TRUE if quad is alive, FALSE if all four pixels are killed
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*/
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static inline boolean
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shade_quad(struct quad_stage *qs, struct quad_header *quad)
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{
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struct softpipe_context *softpipe = qs->softpipe;
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struct tgsi_exec_machine *machine = softpipe->fs_machine;
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if (softpipe->active_statistics_queries) {
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softpipe->pipeline_statistics.ps_invocations +=
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util_bitcount(quad->inout.mask);
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}
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/* run shader */
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machine->flatshade_color = softpipe->rasterizer->flatshade ? TRUE : FALSE;
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return softpipe->fs_variant->run( softpipe->fs_variant, machine, quad, softpipe->early_depth );
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}
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static void
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coverage_quad(struct quad_stage *qs, struct quad_header *quad)
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{
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struct softpipe_context *softpipe = qs->softpipe;
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uint cbuf;
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/* loop over colorbuffer outputs */
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for (cbuf = 0; cbuf < softpipe->framebuffer.nr_cbufs; cbuf++) {
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float (*quadColor)[4] = quad->output.color[cbuf];
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unsigned j;
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for (j = 0; j < TGSI_QUAD_SIZE; j++) {
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assert(quad->input.coverage[j] >= 0.0);
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assert(quad->input.coverage[j] <= 1.0);
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quadColor[3][j] *= quad->input.coverage[j];
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}
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}
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}
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/**
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* Shade/write an array of quads
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* Called via quad_stage::run()
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*/
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static void
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shade_quads(struct quad_stage *qs,
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struct quad_header *quads[],
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unsigned nr)
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{
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struct softpipe_context *softpipe = qs->softpipe;
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struct tgsi_exec_machine *machine = softpipe->fs_machine;
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unsigned i, nr_quads = 0;
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tgsi_exec_set_constant_buffers(machine, PIPE_MAX_CONSTANT_BUFFERS,
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softpipe->mapped_constants[PIPE_SHADER_FRAGMENT],
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softpipe->const_buffer_size[PIPE_SHADER_FRAGMENT]);
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machine->InterpCoefs = quads[0]->coef;
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for (i = 0; i < nr; i++) {
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/* Only omit this quad from the output list if all the fragments
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* are killed _AND_ it's not the first quad in the list.
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* The first quad is special in the (optimized) depth-testing code:
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* the quads' Z coordinates are step-wise interpolated with respect
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* to the first quad in the list.
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* For multi-pass algorithms we need to produce exactly the same
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* Z values in each pass. If interpolation starts with different quads
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* we can get different Z values for the same (x,y).
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*/
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if (!shade_quad(qs, quads[i]) && i > 0)
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continue; /* quad totally culled/killed */
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if (/*do_coverage*/ 0)
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coverage_quad( qs, quads[i] );
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quads[nr_quads++] = quads[i];
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}
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if (nr_quads)
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qs->next->run(qs->next, quads, nr_quads);
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}
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/**
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* Per-primitive (or per-begin?) setup
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*/
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static void
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shade_begin(struct quad_stage *qs)
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{
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qs->next->begin(qs->next);
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}
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static void
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shade_destroy(struct quad_stage *qs)
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{
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FREE( qs );
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}
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struct quad_stage *
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sp_quad_shade_stage( struct softpipe_context *softpipe )
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{
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struct quad_shade_stage *qss = CALLOC_STRUCT(quad_shade_stage);
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if (!qss)
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goto fail;
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qss->stage.softpipe = softpipe;
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qss->stage.begin = shade_begin;
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qss->stage.run = shade_quads;
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qss->stage.destroy = shade_destroy;
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return &qss->stage;
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fail:
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FREE(qss);
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return NULL;
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}
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