forked from KolibriOS/kolibrios
530 lines
15 KiB
C
530 lines
15 KiB
C
|
/**************************************************************************
|
||
|
*
|
||
|
* Copyright 2008 Tungsten Graphics, Inc., Cedar Park, Texas.
|
||
|
* All Rights Reserved.
|
||
|
* Copyright 2009 Marek Olšák <maraeo@gmail.com>
|
||
|
*
|
||
|
* Permission is hereby granted, free of charge, to any person obtaining a
|
||
|
* copy of this software and associated documentation files (the
|
||
|
* "Software"), to deal in the Software without restriction, including
|
||
|
* without limitation the rights to use, copy, modify, merge, publish,
|
||
|
* distribute, sub license, and/or sell copies of the Software, and to
|
||
|
* permit persons to whom the Software is furnished to do so, subject to
|
||
|
* the following conditions:
|
||
|
*
|
||
|
* The above copyright notice and this permission notice (including the
|
||
|
* next paragraph) shall be included in all copies or substantial portions
|
||
|
* of the Software.
|
||
|
*
|
||
|
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
|
||
|
* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
|
||
|
* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT.
|
||
|
* IN NO EVENT SHALL TUNGSTEN GRAPHICS AND/OR ITS SUPPLIERS BE LIABLE FOR
|
||
|
* ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
|
||
|
* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
|
||
|
* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
|
||
|
*
|
||
|
**************************************************************************/
|
||
|
|
||
|
/**
|
||
|
* @file
|
||
|
* Simple vertex/fragment shader generators.
|
||
|
*
|
||
|
* @author Brian Paul
|
||
|
Marek Olšák
|
||
|
*/
|
||
|
|
||
|
|
||
|
#include "pipe/p_context.h"
|
||
|
#include "pipe/p_shader_tokens.h"
|
||
|
#include "pipe/p_state.h"
|
||
|
#include "util/u_simple_shaders.h"
|
||
|
#include "util/u_debug.h"
|
||
|
#include "util/u_memory.h"
|
||
|
#include "tgsi/tgsi_dump.h"
|
||
|
#include "tgsi/tgsi_strings.h"
|
||
|
#include "tgsi/tgsi_ureg.h"
|
||
|
#include "tgsi/tgsi_text.h"
|
||
|
#include <stdio.h> /* include last */
|
||
|
|
||
|
|
||
|
|
||
|
/**
|
||
|
* Make simple vertex pass-through shader.
|
||
|
* \param num_attribs number of attributes to pass through
|
||
|
* \param semantic_names array of semantic names for each attribute
|
||
|
* \param semantic_indexes array of semantic indexes for each attribute
|
||
|
*/
|
||
|
void *
|
||
|
util_make_vertex_passthrough_shader(struct pipe_context *pipe,
|
||
|
uint num_attribs,
|
||
|
const uint *semantic_names,
|
||
|
const uint *semantic_indexes)
|
||
|
{
|
||
|
return util_make_vertex_passthrough_shader_with_so(pipe, num_attribs,
|
||
|
semantic_names,
|
||
|
semantic_indexes, NULL);
|
||
|
}
|
||
|
|
||
|
void *
|
||
|
util_make_vertex_passthrough_shader_with_so(struct pipe_context *pipe,
|
||
|
uint num_attribs,
|
||
|
const uint *semantic_names,
|
||
|
const uint *semantic_indexes,
|
||
|
const struct pipe_stream_output_info *so)
|
||
|
{
|
||
|
struct ureg_program *ureg;
|
||
|
uint i;
|
||
|
|
||
|
ureg = ureg_create( TGSI_PROCESSOR_VERTEX );
|
||
|
if (ureg == NULL)
|
||
|
return NULL;
|
||
|
|
||
|
for (i = 0; i < num_attribs; i++) {
|
||
|
struct ureg_src src;
|
||
|
struct ureg_dst dst;
|
||
|
|
||
|
src = ureg_DECL_vs_input( ureg, i );
|
||
|
|
||
|
dst = ureg_DECL_output( ureg,
|
||
|
semantic_names[i],
|
||
|
semantic_indexes[i]);
|
||
|
|
||
|
ureg_MOV( ureg, dst, src );
|
||
|
}
|
||
|
|
||
|
ureg_END( ureg );
|
||
|
|
||
|
return ureg_create_shader_with_so_and_destroy( ureg, pipe, so );
|
||
|
}
|
||
|
|
||
|
|
||
|
/**
|
||
|
* Make simple fragment texture shader:
|
||
|
* IMM {0,0,0,1} // (if writemask != 0xf)
|
||
|
* MOV OUT[0], IMM[0] // (if writemask != 0xf)
|
||
|
* TEX OUT[0].writemask, IN[0], SAMP[0], 2D;
|
||
|
* END;
|
||
|
*
|
||
|
* \param tex_target one of PIPE_TEXTURE_x
|
||
|
* \parma interp_mode either TGSI_INTERPOLATE_LINEAR or PERSPECTIVE
|
||
|
* \param writemask mask of TGSI_WRITEMASK_x
|
||
|
*/
|
||
|
void *
|
||
|
util_make_fragment_tex_shader_writemask(struct pipe_context *pipe,
|
||
|
unsigned tex_target,
|
||
|
unsigned interp_mode,
|
||
|
unsigned writemask )
|
||
|
{
|
||
|
struct ureg_program *ureg;
|
||
|
struct ureg_src sampler;
|
||
|
struct ureg_src tex;
|
||
|
struct ureg_dst out;
|
||
|
|
||
|
assert(interp_mode == TGSI_INTERPOLATE_LINEAR ||
|
||
|
interp_mode == TGSI_INTERPOLATE_PERSPECTIVE);
|
||
|
|
||
|
ureg = ureg_create( TGSI_PROCESSOR_FRAGMENT );
|
||
|
if (ureg == NULL)
|
||
|
return NULL;
|
||
|
|
||
|
sampler = ureg_DECL_sampler( ureg, 0 );
|
||
|
|
||
|
tex = ureg_DECL_fs_input( ureg,
|
||
|
TGSI_SEMANTIC_GENERIC, 0,
|
||
|
interp_mode );
|
||
|
|
||
|
out = ureg_DECL_output( ureg,
|
||
|
TGSI_SEMANTIC_COLOR,
|
||
|
0 );
|
||
|
|
||
|
if (writemask != TGSI_WRITEMASK_XYZW) {
|
||
|
struct ureg_src imm = ureg_imm4f( ureg, 0, 0, 0, 1 );
|
||
|
|
||
|
ureg_MOV( ureg, out, imm );
|
||
|
}
|
||
|
|
||
|
ureg_TEX( ureg,
|
||
|
ureg_writemask(out, writemask),
|
||
|
tex_target, tex, sampler );
|
||
|
ureg_END( ureg );
|
||
|
|
||
|
return ureg_create_shader_and_destroy( ureg, pipe );
|
||
|
}
|
||
|
|
||
|
|
||
|
/**
|
||
|
* Make a simple fragment shader that sets the output color to a color
|
||
|
* taken from a texture.
|
||
|
* \param tex_target one of PIPE_TEXTURE_x
|
||
|
*/
|
||
|
void *
|
||
|
util_make_fragment_tex_shader(struct pipe_context *pipe, unsigned tex_target,
|
||
|
unsigned interp_mode)
|
||
|
{
|
||
|
return util_make_fragment_tex_shader_writemask( pipe,
|
||
|
tex_target,
|
||
|
interp_mode,
|
||
|
TGSI_WRITEMASK_XYZW );
|
||
|
}
|
||
|
|
||
|
|
||
|
/**
|
||
|
* Make a simple fragment texture shader which reads an X component from
|
||
|
* a texture and writes it as depth.
|
||
|
*/
|
||
|
void *
|
||
|
util_make_fragment_tex_shader_writedepth(struct pipe_context *pipe,
|
||
|
unsigned tex_target,
|
||
|
unsigned interp_mode)
|
||
|
{
|
||
|
struct ureg_program *ureg;
|
||
|
struct ureg_src sampler;
|
||
|
struct ureg_src tex;
|
||
|
struct ureg_dst out, depth;
|
||
|
struct ureg_src imm;
|
||
|
|
||
|
ureg = ureg_create( TGSI_PROCESSOR_FRAGMENT );
|
||
|
if (ureg == NULL)
|
||
|
return NULL;
|
||
|
|
||
|
sampler = ureg_DECL_sampler( ureg, 0 );
|
||
|
|
||
|
tex = ureg_DECL_fs_input( ureg,
|
||
|
TGSI_SEMANTIC_GENERIC, 0,
|
||
|
interp_mode );
|
||
|
|
||
|
out = ureg_DECL_output( ureg,
|
||
|
TGSI_SEMANTIC_COLOR,
|
||
|
0 );
|
||
|
|
||
|
depth = ureg_DECL_output( ureg,
|
||
|
TGSI_SEMANTIC_POSITION,
|
||
|
0 );
|
||
|
|
||
|
imm = ureg_imm4f( ureg, 0, 0, 0, 1 );
|
||
|
|
||
|
ureg_MOV( ureg, out, imm );
|
||
|
|
||
|
ureg_TEX( ureg,
|
||
|
ureg_writemask(depth, TGSI_WRITEMASK_Z),
|
||
|
tex_target, tex, sampler );
|
||
|
ureg_END( ureg );
|
||
|
|
||
|
return ureg_create_shader_and_destroy( ureg, pipe );
|
||
|
}
|
||
|
|
||
|
|
||
|
/**
|
||
|
* Make a simple fragment texture shader which reads the texture unit 0 and 1
|
||
|
* and writes it as depth and stencil, respectively.
|
||
|
*/
|
||
|
void *
|
||
|
util_make_fragment_tex_shader_writedepthstencil(struct pipe_context *pipe,
|
||
|
unsigned tex_target,
|
||
|
unsigned interp_mode)
|
||
|
{
|
||
|
struct ureg_program *ureg;
|
||
|
struct ureg_src depth_sampler, stencil_sampler;
|
||
|
struct ureg_src tex;
|
||
|
struct ureg_dst out, depth, stencil;
|
||
|
struct ureg_src imm;
|
||
|
|
||
|
ureg = ureg_create( TGSI_PROCESSOR_FRAGMENT );
|
||
|
if (ureg == NULL)
|
||
|
return NULL;
|
||
|
|
||
|
depth_sampler = ureg_DECL_sampler( ureg, 0 );
|
||
|
stencil_sampler = ureg_DECL_sampler( ureg, 1 );
|
||
|
|
||
|
tex = ureg_DECL_fs_input( ureg,
|
||
|
TGSI_SEMANTIC_GENERIC, 0,
|
||
|
interp_mode );
|
||
|
|
||
|
out = ureg_DECL_output( ureg,
|
||
|
TGSI_SEMANTIC_COLOR,
|
||
|
0 );
|
||
|
|
||
|
depth = ureg_DECL_output( ureg,
|
||
|
TGSI_SEMANTIC_POSITION,
|
||
|
0 );
|
||
|
|
||
|
stencil = ureg_DECL_output( ureg,
|
||
|
TGSI_SEMANTIC_STENCIL,
|
||
|
0 );
|
||
|
|
||
|
imm = ureg_imm4f( ureg, 0, 0, 0, 1 );
|
||
|
|
||
|
ureg_MOV( ureg, out, imm );
|
||
|
|
||
|
ureg_TEX( ureg,
|
||
|
ureg_writemask(depth, TGSI_WRITEMASK_Z),
|
||
|
tex_target, tex, depth_sampler );
|
||
|
ureg_TEX( ureg,
|
||
|
ureg_writemask(stencil, TGSI_WRITEMASK_Y),
|
||
|
tex_target, tex, stencil_sampler );
|
||
|
ureg_END( ureg );
|
||
|
|
||
|
return ureg_create_shader_and_destroy( ureg, pipe );
|
||
|
}
|
||
|
|
||
|
|
||
|
/**
|
||
|
* Make a simple fragment texture shader which reads a texture and writes it
|
||
|
* as stencil.
|
||
|
*/
|
||
|
void *
|
||
|
util_make_fragment_tex_shader_writestencil(struct pipe_context *pipe,
|
||
|
unsigned tex_target,
|
||
|
unsigned interp_mode)
|
||
|
{
|
||
|
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( TGSI_PROCESSOR_FRAGMENT );
|
||
|
if (ureg == NULL)
|
||
|
return NULL;
|
||
|
|
||
|
stencil_sampler = ureg_DECL_sampler( ureg, 0 );
|
||
|
|
||
|
tex = ureg_DECL_fs_input( ureg,
|
||
|
TGSI_SEMANTIC_GENERIC, 0,
|
||
|
interp_mode );
|
||
|
|
||
|
out = ureg_DECL_output( ureg,
|
||
|
TGSI_SEMANTIC_COLOR,
|
||
|
0 );
|
||
|
|
||
|
stencil = ureg_DECL_output( ureg,
|
||
|
TGSI_SEMANTIC_STENCIL,
|
||
|
0 );
|
||
|
|
||
|
imm = ureg_imm4f( ureg, 0, 0, 0, 1 );
|
||
|
|
||
|
ureg_MOV( ureg, out, imm );
|
||
|
|
||
|
ureg_TEX( ureg,
|
||
|
ureg_writemask(stencil, TGSI_WRITEMASK_Y),
|
||
|
tex_target, tex, stencil_sampler );
|
||
|
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 = {tokens};
|
||
|
|
||
|
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, Elements(tokens))) {
|
||
|
assert(0);
|
||
|
return NULL;
|
||
|
}
|
||
|
#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(TGSI_PROCESSOR_FRAGMENT);
|
||
|
if (ureg == NULL)
|
||
|
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( TGSI_PROCESSOR_FRAGMENT );
|
||
|
if (ureg == NULL)
|
||
|
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,
|
||
|
unsigned tgsi_tex,
|
||
|
const char *output_semantic,
|
||
|
const char *output_mask)
|
||
|
{
|
||
|
static const char shader_templ[] =
|
||
|
"FRAG\n"
|
||
|
"DCL IN[0], GENERIC[0], LINEAR\n"
|
||
|
"DCL SAMP[0]\n"
|
||
|
"DCL OUT[0], %s\n"
|
||
|
"DCL TEMP[0]\n"
|
||
|
|
||
|
"F2U TEMP[0], IN[0]\n"
|
||
|
"TXF OUT[0]%s, TEMP[0], SAMP[0], %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 = {tokens};
|
||
|
|
||
|
assert(tgsi_tex == TGSI_TEXTURE_2D_MSAA ||
|
||
|
tgsi_tex == TGSI_TEXTURE_2D_ARRAY_MSAA);
|
||
|
|
||
|
sprintf(text, shader_templ, output_semantic, output_mask, type);
|
||
|
|
||
|
if (!tgsi_text_translate(text, tokens, Elements(tokens))) {
|
||
|
puts(text);
|
||
|
assert(0);
|
||
|
return NULL;
|
||
|
}
|
||
|
#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,
|
||
|
unsigned tgsi_tex)
|
||
|
{
|
||
|
return util_make_fs_blit_msaa_gen(pipe, tgsi_tex,
|
||
|
"COLOR[0]", "");
|
||
|
}
|
||
|
|
||
|
|
||
|
/**
|
||
|
* 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,
|
||
|
unsigned tgsi_tex)
|
||
|
{
|
||
|
return util_make_fs_blit_msaa_gen(pipe, tgsi_tex,
|
||
|
"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,
|
||
|
unsigned tgsi_tex)
|
||
|
{
|
||
|
return util_make_fs_blit_msaa_gen(pipe, tgsi_tex,
|
||
|
"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,
|
||
|
unsigned tgsi_tex)
|
||
|
{
|
||
|
static const char shader_templ[] =
|
||
|
"FRAG\n"
|
||
|
"DCL IN[0], GENERIC[0], LINEAR\n"
|
||
|
"DCL SAMP[0..1]\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 = {tokens};
|
||
|
|
||
|
assert(tgsi_tex == TGSI_TEXTURE_2D_MSAA ||
|
||
|
tgsi_tex == TGSI_TEXTURE_2D_ARRAY_MSAA);
|
||
|
|
||
|
sprintf(text, shader_templ, type, type);
|
||
|
|
||
|
if (!tgsi_text_translate(text, tokens, Elements(tokens))) {
|
||
|
assert(0);
|
||
|
return NULL;
|
||
|
}
|
||
|
#if 0
|
||
|
tgsi_dump(state.tokens, 0);
|
||
|
#endif
|
||
|
|
||
|
return pipe->create_fs_state(pipe, &state);
|
||
|
}
|