*
**************************************************************************/
+/**
+ * Execute fragment shader using runtime SSE code generation.
+ */
#include "sp_context.h"
#include "sp_state.h"
#include "sp_fs.h"
-#include "sp_headers.h"
-
+#include "sp_quad.h"
#include "pipe/p_state.h"
#include "pipe/p_defines.h"
#include "util/u_memory.h"
-#include "pipe/p_inlines.h"
#include "tgsi/tgsi_exec.h"
#include "tgsi/tgsi_sse2.h"
-#ifdef PIPE_ARCH_X86
+#if defined(PIPE_ARCH_X86)
#include "rtasm/rtasm_x86sse.h"
-/* Surely this should be defined somewhere in a tgsi header:
+
+
+/**
+ * Subclass of sp_fragment_shader
*/
-typedef void (PIPE_CDECL *codegen_function)(
- const struct tgsi_exec_vector *input,
- struct tgsi_exec_vector *output,
- const float (*constant)[4],
- struct tgsi_exec_vector *temporary,
- const struct tgsi_interp_coef *coef,
- float (*immediates)[4]
- //, const struct tgsi_exec_vector *quadPos
- );
-
-
-struct sp_sse_fragment_shader {
+struct sp_sse_fragment_shader
+{
struct sp_fragment_shader base;
- struct x86_function sse2_program;
- codegen_function func;
+ struct x86_function sse2_program;
+ tgsi_sse2_fs_function func;
float immediates[TGSI_EXEC_NUM_IMMEDIATES][4];
};
+/** cast wrapper */
+static INLINE struct sp_sse_fragment_shader *
+sp_sse_fragment_shader(const struct sp_fragment_shader *base)
+{
+ return (struct sp_sse_fragment_shader *) base;
+}
+
static void
fs_sse_prepare( const struct sp_fragment_shader *base,
struct tgsi_exec_machine *machine,
- struct tgsi_sampler *samplers )
+ struct tgsi_sampler **samplers )
{
+ machine->Samplers = samplers;
}
struct tgsi_exec_machine *machine,
struct quad_header *quad )
{
- struct sp_sse_fragment_shader *shader = (struct sp_sse_fragment_shader *) base;
+ struct sp_sse_fragment_shader *shader = sp_sse_fragment_shader(base);
/* Compute X, Y, Z, W vals for this quad -- place in temp[0] for now */
sp_setup_pos_vector(quad->posCoef,
machine->Temps);
/* init kill mask */
- machine->Temps[TGSI_EXEC_TEMP_KILMASK_I].xyzw[TGSI_EXEC_TEMP_KILMASK_C].u[0] = 0x0;
+ tgsi_set_kill_mask(machine, 0x0);
+ tgsi_set_exec_mask(machine, 1, 1, 1, 1);
- shader->func( machine->Inputs,
- machine->Outputs,
+ shader->func( machine,
machine->Consts,
- machine->Temps,
- machine->InterpCoefs,
- shader->immediates
+ (const float (*)[4])shader->immediates,
+ machine->InterpCoefs
// , &machine->QuadPos
);
static void
fs_sse_delete( struct sp_fragment_shader *base )
{
- struct sp_sse_fragment_shader *shader = (struct sp_sse_fragment_shader *) base;
+ struct sp_sse_fragment_shader *shader = sp_sse_fragment_shader(base);
x86_release_func( &shader->sse2_program );
FREE(shader);
return NULL;
}
- shader->func = (codegen_function) x86_get_func( &shader->sse2_program );
+ shader->func = (tgsi_sse2_fs_function) x86_get_func( &shader->sse2_program );
if (!shader->func) {
x86_release_func( &shader->sse2_program );
FREE(shader);
return NULL;
}
- shader->base.shader = *templ;
+ shader->base.shader.tokens = NULL; /* don't hold reference to templ->tokens */
shader->base.prepare = fs_sse_prepare;
shader->base.run = fs_sse_run;
shader->base.delete = fs_sse_delete;
#else
-/* Maybe put this varient in the header file.
+/* Maybe put this variant in the header file.
*/
struct sp_fragment_shader *
softpipe_create_fs_sse(struct softpipe_context *softpipe,