2 Copyright (C) Intel Corp. 2006. All Rights Reserved.
3 Intel funded Tungsten Graphics (http://www.tungstengraphics.com) to
4 develop this 3D driver.
6 Permission is hereby granted, free of charge, to any person obtaining
7 a 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, sublicense, 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:
14 The above copyright notice and this permission notice (including the
15 next paragraph) shall be included in all copies or substantial
16 portions of the Software.
18 THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
19 EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
20 MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
21 IN NO EVENT SHALL THE COPYRIGHT OWNER(S) AND/OR ITS SUPPLIERS BE
22 LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION
23 OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION
24 WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
26 **********************************************************************/
29 * Keith Whitwell <keith@tungstengraphics.com>
32 #include "util/u_inlines.h"
33 #include "util/u_memory.h"
35 #include "tgsi/tgsi_parse.h"
36 #include "tgsi/tgsi_scan.h"
38 #include "brw_context.h"
43 * Determine if the given shader uses complex features such as flow
44 * conditionals, loops, subroutines.
46 static GLboolean has_flow_control(const struct tgsi_shader_info *info)
48 return (info->opcode_count[TGSI_OPCODE_ARL] > 0 ||
49 info->opcode_count[TGSI_OPCODE_IF] > 0 ||
50 info->opcode_count[TGSI_OPCODE_ENDIF] > 0 || /* redundant - IF */
51 info->opcode_count[TGSI_OPCODE_CAL] > 0 ||
52 info->opcode_count[TGSI_OPCODE_BRK] > 0 || /* redundant - BGNLOOP */
53 info->opcode_count[TGSI_OPCODE_RET] > 0 || /* redundant - CAL */
54 info->opcode_count[TGSI_OPCODE_BGNLOOP] > 0);
58 static void scan_immediates(const struct tgsi_token *tokens,
59 const struct tgsi_shader_info *info,
60 struct brw_immediate_data *imm)
62 struct tgsi_parse_context parse;
66 imm->data = MALLOC(info->immediate_count * 4 * sizeof(float));
68 tgsi_parse_init( &parse, tokens );
69 while (!tgsi_parse_end_of_tokens( &parse ) && !done) {
70 tgsi_parse_token( &parse );
72 switch (parse.FullToken.Token.Type) {
73 case TGSI_TOKEN_TYPE_DECLARATION:
76 case TGSI_TOKEN_TYPE_IMMEDIATE: {
77 static const float id[4] = {0,0,0,1};
78 const float *value = &parse.FullToken.FullImmediate.u[0].Float;
79 unsigned size = parse.FullToken.FullImmediate.Immediate.NrTokens - 1;
82 for (i = 0; i < size; i++)
83 imm->data[imm->nr][i] = value[i];
86 imm->data[imm->nr][i] = id[i];
92 case TGSI_TOKEN_TYPE_INSTRUCTION:
100 static void brw_bind_fs_state( struct pipe_context *pipe, void *prog )
102 struct brw_fragment_shader *fs = (struct brw_fragment_shader *)prog;
103 struct brw_context *brw = brw_context(pipe);
105 if (brw->curr.fragment_shader == fs)
108 if (brw->curr.fragment_shader == NULL ||
110 memcmp(&brw->curr.fragment_shader->signature, &fs->signature,
111 brw_fs_signature_size(&fs->signature)) != 0) {
112 brw->state.dirty.mesa |= PIPE_NEW_FRAGMENT_SIGNATURE;
115 brw->curr.fragment_shader = fs;
116 brw->state.dirty.mesa |= PIPE_NEW_FRAGMENT_SHADER;
119 static void brw_bind_vs_state( struct pipe_context *pipe, void *prog )
121 struct brw_context *brw = brw_context(pipe);
123 brw->curr.vertex_shader = (struct brw_vertex_shader *)prog;
124 brw->state.dirty.mesa |= PIPE_NEW_VERTEX_SHADER;
129 static void *brw_create_fs_state( struct pipe_context *pipe,
130 const struct pipe_shader_state *shader )
132 struct brw_context *brw = brw_context(pipe);
133 struct brw_fragment_shader *fs;
136 fs = CALLOC_STRUCT(brw_fragment_shader);
140 /* Duplicate tokens, scan shader
142 fs->id = brw->program_id++;
143 fs->has_flow_control = has_flow_control(&fs->info);
145 fs->tokens = tgsi_dup_tokens(shader->tokens);
146 if (fs->tokens == NULL)
149 tgsi_scan_shader(fs->tokens, &fs->info);
150 scan_immediates(fs->tokens, &fs->info, &fs->immediates);
152 fs->signature.nr_inputs = fs->info.num_inputs;
153 for (i = 0; i < fs->info.num_inputs; i++) {
154 fs->signature.input[i].interp = fs->info.input_interpolate[i];
155 fs->signature.input[i].semantic = fs->info.input_semantic_name[i];
156 fs->signature.input[i].semantic_index = fs->info.input_semantic_index[i];
159 for (i = 0; i < fs->info.num_inputs; i++)
160 if (fs->info.input_semantic_name[i] == TGSI_SEMANTIC_POSITION)
163 if (fs->info.uses_kill)
164 fs->iz_lookup |= IZ_PS_KILL_ALPHATEST_BIT;
166 if (fs->info.writes_z)
167 fs->iz_lookup |= IZ_PS_COMPUTES_DEPTH_BIT;
177 static void *brw_create_vs_state( struct pipe_context *pipe,
178 const struct pipe_shader_state *shader )
180 struct brw_context *brw = brw_context(pipe);
181 struct brw_vertex_shader *vs;
184 vs = CALLOC_STRUCT(brw_vertex_shader);
188 /* Duplicate tokens, scan shader
190 vs->tokens = tgsi_dup_tokens(shader->tokens);
191 if (vs->tokens == NULL)
194 tgsi_scan_shader(vs->tokens, &vs->info);
195 scan_immediates(vs->tokens, &vs->info, &vs->immediates);
197 vs->id = brw->program_id++;
198 vs->has_flow_control = has_flow_control(&vs->info);
200 vs->output_hpos = BRW_OUTPUT_NOT_PRESENT;
201 vs->output_color0 = BRW_OUTPUT_NOT_PRESENT;
202 vs->output_color1 = BRW_OUTPUT_NOT_PRESENT;
203 vs->output_bfc0 = BRW_OUTPUT_NOT_PRESENT;
204 vs->output_bfc1 = BRW_OUTPUT_NOT_PRESENT;
205 vs->output_edgeflag = BRW_OUTPUT_NOT_PRESENT;
207 for (i = 0; i < vs->info.num_outputs; i++) {
208 int index = vs->info.output_semantic_index[i];
209 switch (vs->info.output_semantic_name[i]) {
210 case TGSI_SEMANTIC_POSITION:
213 case TGSI_SEMANTIC_COLOR:
215 vs->output_color0 = i;
217 vs->output_color1 = i;
219 case TGSI_SEMANTIC_BCOLOR:
225 case TGSI_SEMANTIC_EDGEFLAG:
226 vs->output_edgeflag = i;
242 static void brw_delete_fs_state( struct pipe_context *pipe, void *prog )
244 struct brw_fragment_shader *fs = (struct brw_fragment_shader *)prog;
246 bo_reference(&fs->const_buffer, NULL);
247 FREE( (void *)fs->tokens );
252 static void brw_delete_vs_state( struct pipe_context *pipe, void *prog )
254 struct brw_fragment_shader *vs = (struct brw_fragment_shader *)prog;
256 /* Delete draw shader
258 FREE( (void *)vs->tokens );
263 static void brw_set_constant_buffer(struct pipe_context *pipe,
264 uint shader, uint index,
265 struct pipe_buffer *buf)
267 struct brw_context *brw = brw_context(pipe);
271 if (shader == PIPE_SHADER_FRAGMENT) {
272 pipe_buffer_reference( &brw->curr.fragment_constants,
275 brw->state.dirty.mesa |= PIPE_NEW_FRAGMENT_CONSTANTS;
278 pipe_buffer_reference( &brw->curr.vertex_constants,
281 brw->state.dirty.mesa |= PIPE_NEW_VERTEX_CONSTANTS;
286 void brw_pipe_shader_init( struct brw_context *brw )
288 brw->base.set_constant_buffer = brw_set_constant_buffer;
290 brw->base.create_vs_state = brw_create_vs_state;
291 brw->base.bind_vs_state = brw_bind_vs_state;
292 brw->base.delete_vs_state = brw_delete_vs_state;
294 brw->base.create_fs_state = brw_create_fs_state;
295 brw->base.bind_fs_state = brw_bind_fs_state;
296 brw->base.delete_fs_state = brw_delete_fs_state;
299 void brw_pipe_shader_cleanup( struct brw_context *brw )
301 pipe_buffer_reference( &brw->curr.fragment_constants, NULL );
302 pipe_buffer_reference( &brw->curr.vertex_constants, NULL );