softpipe: reduce textual differences between exec and sse shader paths

Unshare one function (setup_pos_vector) as we want to push this code
into the generated shader in the SSE case.
This commit is contained in:
Keith Whitwell 2009-08-11 18:06:16 +01:00
parent b5c389721a
commit da319095f2
2 changed files with 69 additions and 32 deletions

View File

@ -59,15 +59,34 @@ sp_exec_fragment_shader(const struct sp_fragment_shader *base)
}
static void
exec_prepare( const struct sp_fragment_shader *base,
struct tgsi_exec_machine *machine,
struct tgsi_sampler **samplers )
{
/*
* Bind tokens/shader to the interpreter's machine state.
* Avoid redundant binding.
*/
if (machine->Tokens != base->shader.tokens) {
tgsi_exec_machine_bind_shader( machine,
base->shader.tokens,
PIPE_MAX_SAMPLERS,
samplers );
}
}
/**
* Compute quad X,Y,Z,W for the four fragments in a quad.
*
* This should really be part of the compiled shader.
*/
void
sp_setup_pos_vector(const struct tgsi_interp_coef *coef,
float x, float y,
struct tgsi_exec_vector *quadpos)
static void
setup_pos_vector(const struct tgsi_interp_coef *coef,
float x, float y,
struct tgsi_exec_vector *quadpos)
{
uint chan;
/* do X */
@ -95,24 +114,6 @@ sp_setup_pos_vector(const struct tgsi_interp_coef *coef,
}
static void
exec_prepare( const struct sp_fragment_shader *base,
struct tgsi_exec_machine *machine,
struct tgsi_sampler **samplers )
{
/*
* Bind tokens/shader to the interpreter's machine state.
* Avoid redundant binding.
*/
if (machine->Tokens != base->shader.tokens) {
tgsi_exec_machine_bind_shader( machine,
base->shader.tokens,
PIPE_MAX_SAMPLERS,
samplers );
}
}
/* TODO: hide the machine struct in here somewhere, remove from this
* interface:
*/
@ -122,9 +123,9 @@ exec_run( const struct sp_fragment_shader *base,
struct quad_header *quad )
{
/* Compute X, Y, Z, W vals for this quad */
sp_setup_pos_vector(quad->posCoef,
(float)quad->input.x0, (float)quad->input.y0,
&machine->QuadPos);
setup_pos_vector(quad->posCoef,
(float)quad->input.x0, (float)quad->input.y0,
&machine->QuadPos);
quad->inout.mask &= tgsi_exec_machine_run( machine );
if (quad->inout.mask == 0)

View File

@ -76,6 +76,43 @@ fs_sse_prepare( const struct sp_fragment_shader *base,
}
/**
* Compute quad X,Y,Z,W for the four fragments in a quad.
*
* This should really be part of the compiled shader.
*/
static void
setup_pos_vector(const struct tgsi_interp_coef *coef,
float x, float y,
struct tgsi_exec_vector *quadpos)
{
uint chan;
/* do X */
quadpos->xyzw[0].f[0] = x;
quadpos->xyzw[0].f[1] = x + 1;
quadpos->xyzw[0].f[2] = x;
quadpos->xyzw[0].f[3] = x + 1;
/* do Y */
quadpos->xyzw[1].f[0] = y;
quadpos->xyzw[1].f[1] = y;
quadpos->xyzw[1].f[2] = y + 1;
quadpos->xyzw[1].f[3] = y + 1;
/* do Z and W for all fragments in the quad */
for (chan = 2; chan < 4; chan++) {
const float dadx = coef->dadx[chan];
const float dady = coef->dady[chan];
const float a0 = coef->a0[chan] + dadx * x + dady * y;
quadpos->xyzw[chan].f[0] = a0;
quadpos->xyzw[chan].f[1] = a0 + dadx;
quadpos->xyzw[chan].f[2] = a0 + dady;
quadpos->xyzw[chan].f[3] = a0 + dadx + dady;
}
}
/* TODO: codegenerate the whole run function, skip this wrapper.
* TODO: break dependency on tgsi_exec_machine struct
* TODO: push Position calculation into the generated shader
@ -89,9 +126,9 @@ fs_sse_run( const struct sp_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,
(float)quad->input.x0, (float)quad->input.y0,
machine->Temps);
setup_pos_vector(quad->posCoef,
(float)quad->input.x0, (float)quad->input.y0,
machine->Temps);
/* init kill mask */
tgsi_set_kill_mask(machine, 0x0);
@ -108,12 +145,11 @@ fs_sse_run( const struct sp_fragment_shader *base,
if (quad->inout.mask == 0)
return FALSE;
/* store outputs */
{
const ubyte *sem_name = shader->base.info.output_semantic_name;
const ubyte *sem_index = shader->base.info.output_semantic_index;
const uint n = shader->base.info.num_outputs;
const ubyte *sem_name = base->info.output_semantic_name;
const ubyte *sem_index = base->info.output_semantic_index;
const uint n = base->info.num_outputs;
uint i;
for (i = 0; i < n; i++) {
switch (sem_name[i]) {