blob: 5f0134d7014f7b8f04a56b6a7c813e021bb243ca [file] [log] [blame]
/**************************************************************************
*
* 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.
*/
void *
util_make_fragment_passthrough_shader(struct pipe_context *pipe)
{
return util_make_fragment_cloneinput_shader(pipe, 1, TGSI_SEMANTIC_COLOR,
TGSI_INTERPOLATE_PERSPECTIVE);
}
/**
* 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].xyzz, 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);
}