forked from KolibriOS/kolibrios
edb28b33f3
git-svn-id: svn://kolibrios.org@3770 a494cfbc-eb01-0410-851d-a64ba20cac60
530 lines
15 KiB
C
530 lines
15 KiB
C
/**************************************************************************
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*
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* Copyright 2008 Tungsten Graphics, Inc., Cedar Park, Texas.
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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 TUNGSTEN GRAPHICS 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 "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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{
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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, 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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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( TGSI_PROCESSOR_VERTEX );
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if (ureg == NULL)
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return NULL;
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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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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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/**
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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 OUT[0], IMM[0] // (if writemask != 0xf)
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* TEX OUT[0].writemask, IN[0], SAMP[0], 2D;
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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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{
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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;
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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( TGSI_PROCESSOR_FRAGMENT );
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if (ureg == NULL)
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return NULL;
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sampler = ureg_DECL_sampler( ureg, 0 );
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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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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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ureg_TEX( ureg,
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ureg_writemask(out, writemask),
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tex_target, tex, sampler );
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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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{
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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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}
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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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{
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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( TGSI_PROCESSOR_FRAGMENT );
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if (ureg == NULL)
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return NULL;
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sampler = ureg_DECL_sampler( ureg, 0 );
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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_TEX( ureg,
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ureg_writemask(depth, TGSI_WRITEMASK_Z),
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tex_target, tex, sampler );
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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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{
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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( TGSI_PROCESSOR_FRAGMENT );
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if (ureg == NULL)
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return NULL;
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depth_sampler = ureg_DECL_sampler( ureg, 0 );
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stencil_sampler = ureg_DECL_sampler( ureg, 1 );
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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,
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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_TEX( ureg,
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ureg_writemask(depth, TGSI_WRITEMASK_Z),
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tex_target, tex, depth_sampler );
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ureg_TEX( ureg,
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ureg_writemask(stencil, TGSI_WRITEMASK_Y),
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tex_target, tex, stencil_sampler );
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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 a texture and writes it
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* as stencil.
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*/
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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)
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{
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struct ureg_program *ureg;
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struct ureg_src stencil_sampler;
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struct ureg_src tex;
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struct ureg_dst out, stencil;
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struct ureg_src imm;
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ureg = ureg_create( TGSI_PROCESSOR_FRAGMENT );
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if (ureg == NULL)
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return NULL;
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stencil_sampler = ureg_DECL_sampler( ureg, 0 );
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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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stencil = ureg_DECL_output( ureg,
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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_TEX( ureg,
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ureg_writemask(stencil, TGSI_WRITEMASK_Y),
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tex_target, tex, stencil_sampler );
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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 simple fragment color pass-through shader that replicates OUT[0]
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* to all bound colorbuffers.
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*/
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void *
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util_make_fragment_passthrough_shader(struct pipe_context *pipe,
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int input_semantic,
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int input_interpolate,
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boolean write_all_cbufs)
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{
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static const char shader_templ[] =
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"FRAG\n"
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"%s"
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"DCL IN[0], %s[0], %s\n"
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"DCL OUT[0], COLOR[0]\n"
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"MOV OUT[0], IN[0]\n"
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"END\n";
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char text[sizeof(shader_templ)+100];
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struct tgsi_token tokens[1000];
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struct pipe_shader_state state = {tokens};
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sprintf(text, shader_templ,
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write_all_cbufs ? "PROPERTY FS_COLOR0_WRITES_ALL_CBUFS 1\n" : "",
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tgsi_semantic_names[input_semantic],
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tgsi_interpolate_names[input_interpolate]);
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if (!tgsi_text_translate(text, tokens, Elements(tokens))) {
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assert(0);
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return NULL;
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}
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#if 0
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tgsi_dump(state.tokens, 0);
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#endif
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return pipe->create_fs_state(pipe, &state);
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}
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void *
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util_make_empty_fragment_shader(struct pipe_context *pipe)
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{
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struct ureg_program *ureg = ureg_create(TGSI_PROCESSOR_FRAGMENT);
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if (ureg == NULL)
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return NULL;
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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 fragment shader that copies the input color to N output colors.
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*/
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void *
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util_make_fragment_cloneinput_shader(struct pipe_context *pipe, int num_cbufs,
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int input_semantic,
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int input_interpolate)
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{
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struct ureg_program *ureg;
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struct ureg_src src;
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struct ureg_dst dst[PIPE_MAX_COLOR_BUFS];
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int i;
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assert(num_cbufs <= PIPE_MAX_COLOR_BUFS);
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ureg = ureg_create( TGSI_PROCESSOR_FRAGMENT );
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if (ureg == NULL)
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return NULL;
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src = ureg_DECL_fs_input( ureg, input_semantic, 0,
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input_interpolate );
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for (i = 0; i < num_cbufs; i++)
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dst[i] = ureg_DECL_output( ureg, TGSI_SEMANTIC_COLOR, i );
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for (i = 0; i < num_cbufs; i++)
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ureg_MOV( ureg, dst[i], src );
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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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static void *
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util_make_fs_blit_msaa_gen(struct pipe_context *pipe,
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unsigned tgsi_tex,
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const char *output_semantic,
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const char *output_mask)
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{
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static const char shader_templ[] =
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"FRAG\n"
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"DCL IN[0], GENERIC[0], LINEAR\n"
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"DCL SAMP[0]\n"
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"DCL OUT[0], %s\n"
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"DCL TEMP[0]\n"
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"F2U TEMP[0], IN[0]\n"
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"TXF OUT[0]%s, TEMP[0], SAMP[0], %s\n"
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"END\n";
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const char *type = tgsi_texture_names[tgsi_tex];
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char text[sizeof(shader_templ)+100];
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struct tgsi_token tokens[1000];
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struct pipe_shader_state state = {tokens};
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assert(tgsi_tex == TGSI_TEXTURE_2D_MSAA ||
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tgsi_tex == TGSI_TEXTURE_2D_ARRAY_MSAA);
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sprintf(text, shader_templ, output_semantic, output_mask, type);
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if (!tgsi_text_translate(text, tokens, Elements(tokens))) {
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puts(text);
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assert(0);
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return NULL;
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}
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#if 0
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tgsi_dump(state.tokens, 0);
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#endif
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return pipe->create_fs_state(pipe, &state);
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}
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/**
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* Make a fragment shader that sets the output color to a color
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* fetched from a multisample 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_fs_blit_msaa_color(struct pipe_context *pipe,
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unsigned tgsi_tex)
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{
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return util_make_fs_blit_msaa_gen(pipe, tgsi_tex,
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"COLOR[0]", "");
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}
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/**
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* Make a fragment shader that sets the output depth to a depth value
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* fetched from a multisample 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_fs_blit_msaa_depth(struct pipe_context *pipe,
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unsigned tgsi_tex)
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{
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return util_make_fs_blit_msaa_gen(pipe, tgsi_tex,
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"POSITION", ".z");
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}
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/**
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* Make a fragment shader that sets the output stencil to a stencil value
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* fetched from a multisample 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_fs_blit_msaa_stencil(struct pipe_context *pipe,
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unsigned tgsi_tex)
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{
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return util_make_fs_blit_msaa_gen(pipe, tgsi_tex,
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"STENCIL", ".y");
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}
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/**
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* Make a fragment shader that sets the output depth and stencil to depth
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* and stencil values fetched from two multisample textures / samplers.
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* The sizes of both textures should match (it should be one depth-stencil
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* 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_fs_blit_msaa_depthstencil(struct pipe_context *pipe,
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unsigned tgsi_tex)
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{
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static const char shader_templ[] =
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"FRAG\n"
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"DCL IN[0], GENERIC[0], LINEAR\n"
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"DCL SAMP[0..1]\n"
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"DCL OUT[0], POSITION\n"
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"DCL OUT[1], STENCIL\n"
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"DCL TEMP[0]\n"
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"F2U TEMP[0], IN[0]\n"
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"TXF OUT[0].z, TEMP[0], SAMP[0], %s\n"
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"TXF OUT[1].y, TEMP[0], SAMP[1], %s\n"
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"END\n";
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const char *type = tgsi_texture_names[tgsi_tex];
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char text[sizeof(shader_templ)+100];
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struct tgsi_token tokens[1000];
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struct pipe_shader_state state = {tokens};
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assert(tgsi_tex == TGSI_TEXTURE_2D_MSAA ||
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tgsi_tex == TGSI_TEXTURE_2D_ARRAY_MSAA);
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sprintf(text, shader_templ, type, type);
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if (!tgsi_text_translate(text, tokens, Elements(tokens))) {
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assert(0);
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return NULL;
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}
|
|
#if 0
|
|
tgsi_dump(state.tokens, 0);
|
|
#endif
|
|
|
|
return pipe->create_fs_state(pipe, &state);
|
|
}
|