/**************************************************************************
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*
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* Copyright 2008 VMware, Inc.
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* All Rights Reserved.
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* Copyright 2009 Marek Olšák <maraeo@gmail.com>
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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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/**
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* @file
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* Simple vertex/fragment shader generators.
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*
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* @author Brian Paul
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Marek Olšák
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*/
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#include "pipe/p_context.h"
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#include "pipe/p_shader_tokens.h"
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#include "pipe/p_state.h"
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#include "util/u_simple_shaders.h"
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#include "util/u_debug.h"
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#include "util/u_memory.h"
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#include "util/u_string.h"
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#include "tgsi/tgsi_dump.h"
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#include "tgsi/tgsi_strings.h"
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#include "tgsi/tgsi_ureg.h"
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#include "tgsi/tgsi_text.h"
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#include <stdio.h> /* include last */
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/**
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* Make simple vertex pass-through shader.
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* \param num_attribs number of attributes to pass through
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* \param semantic_names array of semantic names for each attribute
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* \param semantic_indexes array of semantic indexes for each attribute
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*/
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void *
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util_make_vertex_passthrough_shader(struct pipe_context *pipe,
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uint num_attribs,
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const uint *semantic_names,
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const uint *semantic_indexes,
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bool window_space)
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{
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return util_make_vertex_passthrough_shader_with_so(pipe, num_attribs,
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semantic_names,
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semantic_indexes,
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window_space, false, NULL);
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}
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void *
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util_make_vertex_passthrough_shader_with_so(struct pipe_context *pipe,
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uint num_attribs,
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const uint *semantic_names,
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const uint *semantic_indexes,
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bool window_space, bool layered,
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const struct pipe_stream_output_info *so)
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{
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struct ureg_program *ureg;
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uint i;
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ureg = ureg_create( PIPE_SHADER_VERTEX );
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if (!ureg)
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return NULL;
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if (window_space)
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ureg_property(ureg, TGSI_PROPERTY_VS_WINDOW_SPACE_POSITION, TRUE);
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for (i = 0; i < num_attribs; i++) {
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struct ureg_src src;
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struct ureg_dst dst;
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src = ureg_DECL_vs_input( ureg, i );
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dst = ureg_DECL_output( ureg,
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semantic_names[i],
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semantic_indexes[i]);
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ureg_MOV( ureg, dst, src );
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}
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if (layered) {
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struct ureg_src instance_id =
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ureg_DECL_system_value(ureg, TGSI_SEMANTIC_INSTANCEID, 0);
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struct ureg_dst layer = ureg_DECL_output(ureg, TGSI_SEMANTIC_LAYER, 0);
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ureg_MOV(ureg, ureg_writemask(layer, TGSI_WRITEMASK_X),
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ureg_scalar(instance_id, TGSI_SWIZZLE_X));
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}
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ureg_END( ureg );
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return ureg_create_shader_with_so_and_destroy( ureg, pipe, so );
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}
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void *util_make_layered_clear_vertex_shader(struct pipe_context *pipe)
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{
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const unsigned semantic_names[] = {TGSI_SEMANTIC_POSITION,
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TGSI_SEMANTIC_GENERIC};
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const unsigned semantic_indices[] = {0, 0};
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return util_make_vertex_passthrough_shader_with_so(pipe, 2, semantic_names,
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semantic_indices, false,
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true, NULL);
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}
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/**
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* Takes position and color, and outputs position, color, and instance id.
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*/
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void *util_make_layered_clear_helper_vertex_shader(struct pipe_context *pipe)
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{
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static const char text[] =
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"VERT\n"
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"DCL IN[0]\n"
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"DCL IN[1]\n"
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"DCL SV[0], INSTANCEID\n"
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"DCL OUT[0], POSITION\n"
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"DCL OUT[1], GENERIC[0]\n"
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"DCL OUT[2], GENERIC[1]\n"
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"MOV OUT[0], IN[0]\n"
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"MOV OUT[1], IN[1]\n"
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"MOV OUT[2].x, SV[0].xxxx\n"
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"END\n";
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struct tgsi_token tokens[1000];
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struct pipe_shader_state state;
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if (!tgsi_text_translate(text, tokens, ARRAY_SIZE(tokens))) {
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assert(0);
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return NULL;
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}
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pipe_shader_state_from_tgsi(&state, tokens);
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return pipe->create_vs_state(pipe, &state);
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}
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/**
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* Takes position, color, and target layer, and emits vertices on that target
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* layer, with the specified color.
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*/
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void *util_make_layered_clear_geometry_shader(struct pipe_context *pipe)
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{
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static const char text[] =
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"GEOM\n"
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"PROPERTY GS_INPUT_PRIMITIVE TRIANGLES\n"
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"PROPERTY GS_OUTPUT_PRIMITIVE TRIANGLE_STRIP\n"
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"PROPERTY GS_MAX_OUTPUT_VERTICES 3\n"
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"PROPERTY GS_INVOCATIONS 1\n"
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"DCL IN[][0], POSITION\n" /* position */
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"DCL IN[][1], GENERIC[0]\n" /* color */
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"DCL IN[][2], GENERIC[1]\n" /* vs invocation */
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"DCL OUT[0], POSITION\n"
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"DCL OUT[1], GENERIC[0]\n"
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"DCL OUT[2], LAYER\n"
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"IMM[0] INT32 {0, 0, 0, 0}\n"
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"MOV OUT[0], IN[0][0]\n"
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"MOV OUT[1], IN[0][1]\n"
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"MOV OUT[2].x, IN[0][2].xxxx\n"
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"EMIT IMM[0].xxxx\n"
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"MOV OUT[0], IN[1][0]\n"
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"MOV OUT[1], IN[1][1]\n"
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"MOV OUT[2].x, IN[1][2].xxxx\n"
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"EMIT IMM[0].xxxx\n"
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"MOV OUT[0], IN[2][0]\n"
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"MOV OUT[1], IN[2][1]\n"
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"MOV OUT[2].x, IN[2][2].xxxx\n"
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"EMIT IMM[0].xxxx\n"
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"END\n";
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struct tgsi_token tokens[1000];
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struct pipe_shader_state state;
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if (!tgsi_text_translate(text, tokens, ARRAY_SIZE(tokens))) {
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assert(0);
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return NULL;
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}
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pipe_shader_state_from_tgsi(&state, tokens);
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return pipe->create_gs_state(pipe, &state);
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}
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static void
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ureg_load_tex(struct ureg_program *ureg, struct ureg_dst out,
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struct ureg_src coord, struct ureg_src sampler,
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unsigned tex_target, bool load_level_zero, bool use_txf)
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{
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if (use_txf) {
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struct ureg_dst temp = ureg_DECL_temporary(ureg);
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ureg_F2I(ureg, temp, coord);
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if (load_level_zero)
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ureg_TXF_LZ(ureg, out, tex_target, ureg_src(temp), sampler);
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else
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ureg_TXF(ureg, out, tex_target, ureg_src(temp), sampler);
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} else {
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if (load_level_zero)
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ureg_TEX_LZ(ureg, out, tex_target, coord, sampler);
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else
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ureg_TEX(ureg, out, tex_target, coord, sampler);
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}
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}
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/**
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* Make simple fragment texture shader:
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* IMM {0,0,0,1} // (if writemask != 0xf)
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* MOV TEMP[0], IMM[0] // (if writemask != 0xf)
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* TEX TEMP[0].writemask, IN[0], SAMP[0], 2D;
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* .. optional SINT <-> UINT clamping ..
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* MOV OUT[0], TEMP[0]
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* END;
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*
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* \param tex_target one of PIPE_TEXTURE_x
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* \parma interp_mode either TGSI_INTERPOLATE_LINEAR or PERSPECTIVE
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* \param writemask mask of TGSI_WRITEMASK_x
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*/
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void *
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util_make_fragment_tex_shader_writemask(struct pipe_context *pipe,
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unsigned tex_target,
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unsigned interp_mode,
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unsigned writemask,
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enum tgsi_return_type stype,
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enum tgsi_return_type dtype,
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bool load_level_zero,
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bool use_txf)
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{
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struct ureg_program *ureg;
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struct ureg_src sampler;
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struct ureg_src tex;
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struct ureg_dst temp;
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struct ureg_dst out;
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assert((stype == TGSI_RETURN_TYPE_FLOAT) == (dtype == TGSI_RETURN_TYPE_FLOAT));
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assert(interp_mode == TGSI_INTERPOLATE_LINEAR ||
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interp_mode == TGSI_INTERPOLATE_PERSPECTIVE);
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ureg = ureg_create( PIPE_SHADER_FRAGMENT );
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if (!ureg)
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return NULL;
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sampler = ureg_DECL_sampler( ureg, 0 );
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ureg_DECL_sampler_view(ureg, 0, tex_target, stype, stype, stype, stype);
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tex = ureg_DECL_fs_input( ureg,
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TGSI_SEMANTIC_GENERIC, 0,
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interp_mode );
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out = ureg_DECL_output( ureg,
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TGSI_SEMANTIC_COLOR,
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0 );
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temp = ureg_DECL_temporary(ureg);
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if (writemask != TGSI_WRITEMASK_XYZW) {
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struct ureg_src imm = ureg_imm4f( ureg, 0, 0, 0, 1 );
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ureg_MOV( ureg, out, imm );
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}
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if (tex_target == TGSI_TEXTURE_BUFFER)
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ureg_TXF(ureg,
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ureg_writemask(temp, writemask),
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tex_target, tex, sampler);
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else
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ureg_load_tex(ureg, ureg_writemask(temp, writemask), tex, sampler,
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tex_target, load_level_zero, use_txf);
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if (stype != dtype) {
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if (stype == TGSI_RETURN_TYPE_SINT) {
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assert(dtype == TGSI_RETURN_TYPE_UINT);
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ureg_IMAX(ureg, temp, ureg_src(temp), ureg_imm1i(ureg, 0));
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} else {
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assert(stype == TGSI_RETURN_TYPE_UINT);
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assert(dtype == TGSI_RETURN_TYPE_SINT);
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ureg_UMIN(ureg, temp, ureg_src(temp), ureg_imm1u(ureg, (1u << 31) - 1));
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}
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}
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ureg_MOV(ureg, out, ureg_src(temp));
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ureg_END( ureg );
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return ureg_create_shader_and_destroy( ureg, pipe );
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}
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/**
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* Make a simple fragment shader that sets the output color to a color
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* taken from a texture.
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* \param tex_target one of PIPE_TEXTURE_x
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*/
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void *
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util_make_fragment_tex_shader(struct pipe_context *pipe, unsigned tex_target,
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unsigned interp_mode,
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enum tgsi_return_type stype,
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enum tgsi_return_type dtype,
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bool load_level_zero,
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bool use_txf)
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{
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return util_make_fragment_tex_shader_writemask( pipe,
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tex_target,
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interp_mode,
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TGSI_WRITEMASK_XYZW,
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stype, dtype, load_level_zero,
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use_txf);
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}
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/**
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* Make a simple fragment texture shader which reads an X component from
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* a texture and writes it as depth.
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*/
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void *
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util_make_fragment_tex_shader_writedepth(struct pipe_context *pipe,
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unsigned tex_target,
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unsigned interp_mode,
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bool load_level_zero,
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bool use_txf)
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{
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struct ureg_program *ureg;
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struct ureg_src sampler;
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struct ureg_src tex;
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struct ureg_dst out, depth;
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struct ureg_src imm;
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ureg = ureg_create( PIPE_SHADER_FRAGMENT );
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if (!ureg)
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return NULL;
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sampler = ureg_DECL_sampler( ureg, 0 );
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ureg_DECL_sampler_view(ureg, 0, tex_target,
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TGSI_RETURN_TYPE_FLOAT,
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TGSI_RETURN_TYPE_FLOAT,
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TGSI_RETURN_TYPE_FLOAT,
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TGSI_RETURN_TYPE_FLOAT);
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tex = ureg_DECL_fs_input( ureg,
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TGSI_SEMANTIC_GENERIC, 0,
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interp_mode );
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out = ureg_DECL_output( ureg,
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TGSI_SEMANTIC_COLOR,
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0 );
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depth = ureg_DECL_output( ureg,
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TGSI_SEMANTIC_POSITION,
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0 );
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imm = ureg_imm4f( ureg, 0, 0, 0, 1 );
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ureg_MOV( ureg, out, imm );
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ureg_load_tex(ureg, ureg_writemask(depth, TGSI_WRITEMASK_Z), tex, sampler,
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tex_target, load_level_zero, use_txf);
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ureg_END( ureg );
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return ureg_create_shader_and_destroy( ureg, pipe );
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}
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/**
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* Make a simple fragment texture shader which reads the texture unit 0 and 1
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* and writes it as depth and stencil, respectively.
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*/
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void *
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util_make_fragment_tex_shader_writedepthstencil(struct pipe_context *pipe,
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unsigned tex_target,
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unsigned interp_mode,
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bool load_level_zero,
|
bool use_txf)
|
{
|
struct ureg_program *ureg;
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struct ureg_src depth_sampler, stencil_sampler;
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struct ureg_src tex;
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struct ureg_dst out, depth, stencil;
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struct ureg_src imm;
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ureg = ureg_create( PIPE_SHADER_FRAGMENT );
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if (!ureg)
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return NULL;
|
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depth_sampler = ureg_DECL_sampler( ureg, 0 );
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ureg_DECL_sampler_view(ureg, 0, tex_target,
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TGSI_RETURN_TYPE_FLOAT,
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TGSI_RETURN_TYPE_FLOAT,
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TGSI_RETURN_TYPE_FLOAT,
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TGSI_RETURN_TYPE_FLOAT);
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stencil_sampler = ureg_DECL_sampler( ureg, 1 );
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ureg_DECL_sampler_view(ureg, 0, tex_target,
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TGSI_RETURN_TYPE_UINT,
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TGSI_RETURN_TYPE_UINT,
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TGSI_RETURN_TYPE_UINT,
|
TGSI_RETURN_TYPE_UINT);
|
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tex = ureg_DECL_fs_input( ureg,
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TGSI_SEMANTIC_GENERIC, 0,
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interp_mode );
|
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out = ureg_DECL_output( ureg,
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TGSI_SEMANTIC_COLOR,
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0 );
|
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depth = ureg_DECL_output( ureg,
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TGSI_SEMANTIC_POSITION,
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0 );
|
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stencil = ureg_DECL_output( ureg,
|
TGSI_SEMANTIC_STENCIL,
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0 );
|
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imm = ureg_imm4f( ureg, 0, 0, 0, 1 );
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ureg_MOV( ureg, out, imm );
|
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ureg_load_tex(ureg, ureg_writemask(depth, TGSI_WRITEMASK_Z), tex,
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depth_sampler, tex_target, load_level_zero, use_txf);
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ureg_load_tex(ureg, ureg_writemask(stencil, TGSI_WRITEMASK_Y), tex,
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stencil_sampler, tex_target, load_level_zero, use_txf);
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ureg_END( ureg );
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return ureg_create_shader_and_destroy( ureg, pipe );
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}
|
|
|
/**
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* Make a simple fragment texture shader which reads a texture and writes it
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* as stencil.
|
*/
|
void *
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util_make_fragment_tex_shader_writestencil(struct pipe_context *pipe,
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unsigned tex_target,
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unsigned interp_mode,
|
bool load_level_zero,
|
bool use_txf)
|
{
|
struct ureg_program *ureg;
|
struct ureg_src stencil_sampler;
|
struct ureg_src tex;
|
struct ureg_dst out, stencil;
|
struct ureg_src imm;
|
|
ureg = ureg_create( PIPE_SHADER_FRAGMENT );
|
if (!ureg)
|
return NULL;
|
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stencil_sampler = ureg_DECL_sampler( ureg, 0 );
|
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ureg_DECL_sampler_view(ureg, 0, tex_target,
|
TGSI_RETURN_TYPE_UINT,
|
TGSI_RETURN_TYPE_UINT,
|
TGSI_RETURN_TYPE_UINT,
|
TGSI_RETURN_TYPE_UINT);
|
|
tex = ureg_DECL_fs_input( ureg,
|
TGSI_SEMANTIC_GENERIC, 0,
|
interp_mode );
|
|
out = ureg_DECL_output( ureg,
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TGSI_SEMANTIC_COLOR,
|
0 );
|
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stencil = ureg_DECL_output( ureg,
|
TGSI_SEMANTIC_STENCIL,
|
0 );
|
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imm = ureg_imm4f( ureg, 0, 0, 0, 1 );
|
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ureg_MOV( ureg, out, imm );
|
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ureg_load_tex(ureg, ureg_writemask(stencil, TGSI_WRITEMASK_Y), tex,
|
stencil_sampler, tex_target, load_level_zero, use_txf);
|
ureg_END( ureg );
|
|
return ureg_create_shader_and_destroy( ureg, pipe );
|
}
|
|
|
/**
|
* Make simple fragment color pass-through shader that replicates OUT[0]
|
* to all bound colorbuffers.
|
*/
|
void *
|
util_make_fragment_passthrough_shader(struct pipe_context *pipe,
|
int input_semantic,
|
int input_interpolate,
|
boolean write_all_cbufs)
|
{
|
static const char shader_templ[] =
|
"FRAG\n"
|
"%s"
|
"DCL IN[0], %s[0], %s\n"
|
"DCL OUT[0], COLOR[0]\n"
|
|
"MOV OUT[0], IN[0]\n"
|
"END\n";
|
|
char text[sizeof(shader_templ)+100];
|
struct tgsi_token tokens[1000];
|
struct pipe_shader_state state;
|
|
sprintf(text, shader_templ,
|
write_all_cbufs ? "PROPERTY FS_COLOR0_WRITES_ALL_CBUFS 1\n" : "",
|
tgsi_semantic_names[input_semantic],
|
tgsi_interpolate_names[input_interpolate]);
|
|
if (!tgsi_text_translate(text, tokens, ARRAY_SIZE(tokens))) {
|
assert(0);
|
return NULL;
|
}
|
pipe_shader_state_from_tgsi(&state, tokens);
|
#if 0
|
tgsi_dump(state.tokens, 0);
|
#endif
|
|
return pipe->create_fs_state(pipe, &state);
|
}
|
|
|
void *
|
util_make_empty_fragment_shader(struct pipe_context *pipe)
|
{
|
struct ureg_program *ureg = ureg_create(PIPE_SHADER_FRAGMENT);
|
if (!ureg)
|
return NULL;
|
|
ureg_END(ureg);
|
return ureg_create_shader_and_destroy(ureg, pipe);
|
}
|
|
|
/**
|
* Make a fragment shader that copies the input color to N output colors.
|
*/
|
void *
|
util_make_fragment_cloneinput_shader(struct pipe_context *pipe, int num_cbufs,
|
int input_semantic,
|
int input_interpolate)
|
{
|
struct ureg_program *ureg;
|
struct ureg_src src;
|
struct ureg_dst dst[PIPE_MAX_COLOR_BUFS];
|
int i;
|
|
assert(num_cbufs <= PIPE_MAX_COLOR_BUFS);
|
|
ureg = ureg_create( PIPE_SHADER_FRAGMENT );
|
if (!ureg)
|
return NULL;
|
|
src = ureg_DECL_fs_input( ureg, input_semantic, 0,
|
input_interpolate );
|
|
for (i = 0; i < num_cbufs; i++)
|
dst[i] = ureg_DECL_output( ureg, TGSI_SEMANTIC_COLOR, i );
|
|
for (i = 0; i < num_cbufs; i++)
|
ureg_MOV( ureg, dst[i], src );
|
|
ureg_END( ureg );
|
|
return ureg_create_shader_and_destroy( ureg, pipe );
|
}
|
|
|
static void *
|
util_make_fs_blit_msaa_gen(struct pipe_context *pipe,
|
enum tgsi_texture_type tgsi_tex,
|
const char *samp_type,
|
const char *output_semantic,
|
const char *output_mask,
|
const char *conversion_decl,
|
const char *conversion)
|
{
|
static const char shader_templ[] =
|
"FRAG\n"
|
"DCL IN[0], GENERIC[0], LINEAR\n"
|
"DCL SAMP[0]\n"
|
"DCL SVIEW[0], %s, %s\n"
|
"DCL OUT[0], %s\n"
|
"DCL TEMP[0]\n"
|
"%s"
|
|
"F2U TEMP[0], IN[0]\n"
|
"TXF TEMP[0], TEMP[0], SAMP[0], %s\n"
|
"%s"
|
"MOV OUT[0]%s, TEMP[0]\n"
|
"END\n";
|
|
const char *type = tgsi_texture_names[tgsi_tex];
|
char text[sizeof(shader_templ)+100];
|
struct tgsi_token tokens[1000];
|
struct pipe_shader_state state;
|
|
assert(tgsi_tex == TGSI_TEXTURE_2D_MSAA ||
|
tgsi_tex == TGSI_TEXTURE_2D_ARRAY_MSAA);
|
|
util_snprintf(text, sizeof(text), shader_templ, type, samp_type,
|
output_semantic, conversion_decl, type, conversion, output_mask);
|
|
if (!tgsi_text_translate(text, tokens, ARRAY_SIZE(tokens))) {
|
puts(text);
|
assert(0);
|
return NULL;
|
}
|
pipe_shader_state_from_tgsi(&state, tokens);
|
#if 0
|
tgsi_dump(state.tokens, 0);
|
#endif
|
|
return pipe->create_fs_state(pipe, &state);
|
}
|
|
|
/**
|
* Make a fragment shader that sets the output color to a color
|
* fetched from a multisample texture.
|
* \param tex_target one of PIPE_TEXTURE_x
|
*/
|
void *
|
util_make_fs_blit_msaa_color(struct pipe_context *pipe,
|
enum tgsi_texture_type tgsi_tex,
|
enum tgsi_return_type stype,
|
enum tgsi_return_type dtype)
|
{
|
const char *samp_type;
|
const char *conversion_decl = "";
|
const char *conversion = "";
|
|
if (stype == TGSI_RETURN_TYPE_UINT) {
|
samp_type = "UINT";
|
|
if (dtype == TGSI_RETURN_TYPE_SINT) {
|
conversion_decl = "IMM[0] UINT32 {2147483647, 0, 0, 0}\n";
|
conversion = "UMIN TEMP[0], TEMP[0], IMM[0].xxxx\n";
|
}
|
} else if (stype == TGSI_RETURN_TYPE_SINT) {
|
samp_type = "SINT";
|
|
if (dtype == TGSI_RETURN_TYPE_UINT) {
|
conversion_decl = "IMM[0] INT32 {0, 0, 0, 0}\n";
|
conversion = "IMAX TEMP[0], TEMP[0], IMM[0].xxxx\n";
|
}
|
} else {
|
assert(dtype == TGSI_RETURN_TYPE_FLOAT);
|
samp_type = "FLOAT";
|
}
|
|
return util_make_fs_blit_msaa_gen(pipe, tgsi_tex, samp_type,
|
"COLOR[0]", "", conversion_decl,
|
conversion);
|
}
|
|
|
/**
|
* Make a fragment shader that sets the output depth to a depth value
|
* fetched from a multisample texture.
|
* \param tex_target one of PIPE_TEXTURE_x
|
*/
|
void *
|
util_make_fs_blit_msaa_depth(struct pipe_context *pipe,
|
enum tgsi_texture_type tgsi_tex)
|
{
|
return util_make_fs_blit_msaa_gen(pipe, tgsi_tex, "FLOAT",
|
"POSITION", ".z", "", "");
|
}
|
|
|
/**
|
* Make a fragment shader that sets the output stencil to a stencil value
|
* fetched from a multisample texture.
|
* \param tex_target one of PIPE_TEXTURE_x
|
*/
|
void *
|
util_make_fs_blit_msaa_stencil(struct pipe_context *pipe,
|
enum tgsi_texture_type tgsi_tex)
|
{
|
return util_make_fs_blit_msaa_gen(pipe, tgsi_tex, "UINT",
|
"STENCIL", ".y", "", "");
|
}
|
|
|
/**
|
* Make a fragment shader that sets the output depth and stencil to depth
|
* and stencil values fetched from two multisample textures / samplers.
|
* The sizes of both textures should match (it should be one depth-stencil
|
* texture).
|
* \param tex_target one of PIPE_TEXTURE_x
|
*/
|
void *
|
util_make_fs_blit_msaa_depthstencil(struct pipe_context *pipe,
|
enum tgsi_texture_type tgsi_tex)
|
{
|
static const char shader_templ[] =
|
"FRAG\n"
|
"DCL IN[0], GENERIC[0], LINEAR\n"
|
"DCL SAMP[0..1]\n"
|
"DCL SVIEW[0..1], %s, FLOAT\n"
|
"DCL OUT[0], POSITION\n"
|
"DCL OUT[1], STENCIL\n"
|
"DCL TEMP[0]\n"
|
|
"F2U TEMP[0], IN[0]\n"
|
"TXF OUT[0].z, TEMP[0], SAMP[0], %s\n"
|
"TXF OUT[1].y, TEMP[0], SAMP[1], %s\n"
|
"END\n";
|
|
const char *type = tgsi_texture_names[tgsi_tex];
|
char text[sizeof(shader_templ)+100];
|
struct tgsi_token tokens[1000];
|
struct pipe_shader_state state;
|
|
assert(tgsi_tex == TGSI_TEXTURE_2D_MSAA ||
|
tgsi_tex == TGSI_TEXTURE_2D_ARRAY_MSAA);
|
|
sprintf(text, shader_templ, type, type, type);
|
|
if (!tgsi_text_translate(text, tokens, ARRAY_SIZE(tokens))) {
|
assert(0);
|
return NULL;
|
}
|
pipe_shader_state_from_tgsi(&state, tokens);
|
#if 0
|
tgsi_dump(state.tokens, 0);
|
#endif
|
|
return pipe->create_fs_state(pipe, &state);
|
}
|
|
|
void *
|
util_make_fs_msaa_resolve(struct pipe_context *pipe,
|
enum tgsi_texture_type tgsi_tex, unsigned nr_samples,
|
enum tgsi_return_type stype)
|
{
|
struct ureg_program *ureg;
|
struct ureg_src sampler, coord;
|
struct ureg_dst out, tmp_sum, tmp_coord, tmp;
|
unsigned i;
|
|
ureg = ureg_create(PIPE_SHADER_FRAGMENT);
|
if (!ureg)
|
return NULL;
|
|
/* Declarations. */
|
sampler = ureg_DECL_sampler(ureg, 0);
|
ureg_DECL_sampler_view(ureg, 0, tgsi_tex, stype, stype, stype, stype);
|
coord = ureg_DECL_fs_input(ureg, TGSI_SEMANTIC_GENERIC, 0,
|
TGSI_INTERPOLATE_LINEAR);
|
out = ureg_DECL_output(ureg, TGSI_SEMANTIC_COLOR, 0);
|
tmp_sum = ureg_DECL_temporary(ureg);
|
tmp_coord = ureg_DECL_temporary(ureg);
|
tmp = ureg_DECL_temporary(ureg);
|
|
/* Instructions. */
|
ureg_MOV(ureg, tmp_sum, ureg_imm1f(ureg, 0));
|
ureg_F2U(ureg, tmp_coord, coord);
|
|
for (i = 0; i < nr_samples; i++) {
|
/* Read one sample. */
|
ureg_MOV(ureg, ureg_writemask(tmp_coord, TGSI_WRITEMASK_W),
|
ureg_imm1u(ureg, i));
|
ureg_TXF(ureg, tmp, tgsi_tex, ureg_src(tmp_coord), sampler);
|
|
if (stype == TGSI_RETURN_TYPE_UINT)
|
ureg_U2F(ureg, tmp, ureg_src(tmp));
|
else if (stype == TGSI_RETURN_TYPE_SINT)
|
ureg_I2F(ureg, tmp, ureg_src(tmp));
|
|
/* Add it to the sum.*/
|
ureg_ADD(ureg, tmp_sum, ureg_src(tmp_sum), ureg_src(tmp));
|
}
|
|
/* Calculate the average and return. */
|
ureg_MUL(ureg, tmp_sum, ureg_src(tmp_sum),
|
ureg_imm1f(ureg, 1.0 / nr_samples));
|
|
if (stype == TGSI_RETURN_TYPE_UINT)
|
ureg_F2U(ureg, out, ureg_src(tmp_sum));
|
else if (stype == TGSI_RETURN_TYPE_SINT)
|
ureg_F2I(ureg, out, ureg_src(tmp_sum));
|
else
|
ureg_MOV(ureg, out, ureg_src(tmp_sum));
|
|
ureg_END(ureg);
|
|
return ureg_create_shader_and_destroy(ureg, pipe);
|
}
|
|
|
void *
|
util_make_fs_msaa_resolve_bilinear(struct pipe_context *pipe,
|
enum tgsi_texture_type tgsi_tex,
|
unsigned nr_samples,
|
enum tgsi_return_type stype)
|
{
|
struct ureg_program *ureg;
|
struct ureg_src sampler, coord;
|
struct ureg_dst out, tmp, top, bottom;
|
struct ureg_dst tmp_coord[4], tmp_sum[4];
|
unsigned i, c;
|
|
ureg = ureg_create(PIPE_SHADER_FRAGMENT);
|
if (!ureg)
|
return NULL;
|
|
/* Declarations. */
|
sampler = ureg_DECL_sampler(ureg, 0);
|
ureg_DECL_sampler_view(ureg, 0, tgsi_tex, stype, stype, stype, stype);
|
coord = ureg_DECL_fs_input(ureg, TGSI_SEMANTIC_GENERIC, 0,
|
TGSI_INTERPOLATE_LINEAR);
|
out = ureg_DECL_output(ureg, TGSI_SEMANTIC_COLOR, 0);
|
for (c = 0; c < 4; c++)
|
tmp_sum[c] = ureg_DECL_temporary(ureg);
|
for (c = 0; c < 4; c++)
|
tmp_coord[c] = ureg_DECL_temporary(ureg);
|
tmp = ureg_DECL_temporary(ureg);
|
top = ureg_DECL_temporary(ureg);
|
bottom = ureg_DECL_temporary(ureg);
|
|
/* Instructions. */
|
for (c = 0; c < 4; c++)
|
ureg_MOV(ureg, tmp_sum[c], ureg_imm1f(ureg, 0));
|
|
/* Get 4 texture coordinates for the bilinear filter. */
|
ureg_F2U(ureg, tmp_coord[0], coord); /* top-left */
|
ureg_UADD(ureg, tmp_coord[1], ureg_src(tmp_coord[0]),
|
ureg_imm4u(ureg, 1, 0, 0, 0)); /* top-right */
|
ureg_UADD(ureg, tmp_coord[2], ureg_src(tmp_coord[0]),
|
ureg_imm4u(ureg, 0, 1, 0, 0)); /* bottom-left */
|
ureg_UADD(ureg, tmp_coord[3], ureg_src(tmp_coord[0]),
|
ureg_imm4u(ureg, 1, 1, 0, 0)); /* bottom-right */
|
|
for (i = 0; i < nr_samples; i++) {
|
for (c = 0; c < 4; c++) {
|
/* Read one sample. */
|
ureg_MOV(ureg, ureg_writemask(tmp_coord[c], TGSI_WRITEMASK_W),
|
ureg_imm1u(ureg, i));
|
ureg_TXF(ureg, tmp, tgsi_tex, ureg_src(tmp_coord[c]), sampler);
|
|
if (stype == TGSI_RETURN_TYPE_UINT)
|
ureg_U2F(ureg, tmp, ureg_src(tmp));
|
else if (stype == TGSI_RETURN_TYPE_SINT)
|
ureg_I2F(ureg, tmp, ureg_src(tmp));
|
|
/* Add it to the sum.*/
|
ureg_ADD(ureg, tmp_sum[c], ureg_src(tmp_sum[c]), ureg_src(tmp));
|
}
|
}
|
|
/* Calculate the average. */
|
for (c = 0; c < 4; c++)
|
ureg_MUL(ureg, tmp_sum[c], ureg_src(tmp_sum[c]),
|
ureg_imm1f(ureg, 1.0 / nr_samples));
|
|
/* Take the 4 average values and apply a standard bilinear filter. */
|
ureg_FRC(ureg, tmp, coord);
|
|
ureg_LRP(ureg, top,
|
ureg_scalar(ureg_src(tmp), 0),
|
ureg_src(tmp_sum[1]),
|
ureg_src(tmp_sum[0]));
|
|
ureg_LRP(ureg, bottom,
|
ureg_scalar(ureg_src(tmp), 0),
|
ureg_src(tmp_sum[3]),
|
ureg_src(tmp_sum[2]));
|
|
ureg_LRP(ureg, tmp,
|
ureg_scalar(ureg_src(tmp), 1),
|
ureg_src(bottom),
|
ureg_src(top));
|
|
/* Convert to the texture format and return. */
|
if (stype == TGSI_RETURN_TYPE_UINT)
|
ureg_F2U(ureg, out, ureg_src(tmp));
|
else if (stype == TGSI_RETURN_TYPE_SINT)
|
ureg_F2I(ureg, out, ureg_src(tmp));
|
else
|
ureg_MOV(ureg, out, ureg_src(tmp));
|
|
ureg_END(ureg);
|
|
return ureg_create_shader_and_destroy(ureg, pipe);
|
}
|
|
void *
|
util_make_geometry_passthrough_shader(struct pipe_context *pipe,
|
uint num_attribs,
|
const ubyte *semantic_names,
|
const ubyte *semantic_indexes)
|
{
|
static const unsigned zero[4] = {0, 0, 0, 0};
|
|
struct ureg_program *ureg;
|
struct ureg_dst dst[PIPE_MAX_SHADER_OUTPUTS];
|
struct ureg_src src[PIPE_MAX_SHADER_INPUTS];
|
struct ureg_src imm;
|
|
unsigned i;
|
|
ureg = ureg_create(PIPE_SHADER_GEOMETRY);
|
if (!ureg)
|
return NULL;
|
|
ureg_property(ureg, TGSI_PROPERTY_GS_INPUT_PRIM, PIPE_PRIM_POINTS);
|
ureg_property(ureg, TGSI_PROPERTY_GS_OUTPUT_PRIM, PIPE_PRIM_POINTS);
|
ureg_property(ureg, TGSI_PROPERTY_GS_MAX_OUTPUT_VERTICES, 1);
|
ureg_property(ureg, TGSI_PROPERTY_GS_INVOCATIONS, 1);
|
imm = ureg_DECL_immediate_uint(ureg, zero, 4);
|
|
/**
|
* Loop over all the attribs and declare the corresponding
|
* declarations in the geometry shader
|
*/
|
for (i = 0; i < num_attribs; i++) {
|
src[i] = ureg_DECL_input(ureg, semantic_names[i],
|
semantic_indexes[i], 0, 1);
|
src[i] = ureg_src_dimension(src[i], 0);
|
dst[i] = ureg_DECL_output(ureg, semantic_names[i], semantic_indexes[i]);
|
}
|
|
/* MOV dst[i] src[i] */
|
for (i = 0; i < num_attribs; i++) {
|
ureg_MOV(ureg, dst[i], src[i]);
|
}
|
|
/* EMIT IMM[0] */
|
ureg_insn(ureg, TGSI_OPCODE_EMIT, NULL, 0, &imm, 1, 0);
|
|
/* END */
|
ureg_END(ureg);
|
|
return ureg_create_shader_and_destroy(ureg, pipe);
|
}
|