/**************************************************************************
*
* Copyright 2008 VMware, Inc.
* 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 VMWARE 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 "util/u_string.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,
bool window_space)
{
return util_make_vertex_passthrough_shader_with_so(pipe, num_attribs,
semantic_names,
semantic_indexes,
window_space, false, NULL);
}
void *
util_make_vertex_passthrough_shader_with_so(struct pipe_context *pipe,
uint num_attribs,
const uint *semantic_names,
const uint *semantic_indexes,
bool window_space, bool layered,
const struct pipe_stream_output_info *so)
{
struct ureg_program *ureg;
uint i;
ureg = ureg_create( PIPE_SHADER_VERTEX );
if (!ureg)
return NULL;
if (window_space)
ureg_property(ureg, TGSI_PROPERTY_VS_WINDOW_SPACE_POSITION, TRUE);
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 );
}
if (layered) {
struct ureg_src instance_id =
ureg_DECL_system_value(ureg, TGSI_SEMANTIC_INSTANCEID, 0);
struct ureg_dst layer = ureg_DECL_output(ureg, TGSI_SEMANTIC_LAYER, 0);
ureg_MOV(ureg, ureg_writemask(layer, TGSI_WRITEMASK_X),
ureg_scalar(instance_id, TGSI_SWIZZLE_X));
}
ureg_END( ureg );
return ureg_create_shader_with_so_and_destroy( ureg, pipe, so );
}
void *util_make_layered_clear_vertex_shader(struct pipe_context *pipe)
{
const unsigned semantic_names[] = {TGSI_SEMANTIC_POSITION,
TGSI_SEMANTIC_GENERIC};
const unsigned semantic_indices[] = {0, 0};
return util_make_vertex_passthrough_shader_with_so(pipe, 2, semantic_names,
semantic_indices, false,
true, NULL);
}
/**
* Takes position and color, and outputs position, color, and instance id.
*/
void *util_make_layered_clear_helper_vertex_shader(struct pipe_context *pipe)
{
static const char text[] =
"VERT\n"
"DCL IN[0]\n"
"DCL IN[1]\n"
"DCL SV[0], INSTANCEID\n"
"DCL OUT[0], POSITION\n"
"DCL OUT[1], GENERIC[0]\n"
"DCL OUT[2], GENERIC[1]\n"
"MOV OUT[0], IN[0]\n"
"MOV OUT[1], IN[1]\n"
"MOV OUT[2].x, SV[0].xxxx\n"
"END\n";
struct tgsi_token tokens[1000];
struct pipe_shader_state state;
if (!tgsi_text_translate(text, tokens, ARRAY_SIZE(tokens))) {
assert(0);
return NULL;
}
pipe_shader_state_from_tgsi(&state, tokens);
return pipe->create_vs_state(pipe, &state);
}
/**
* Takes position, color, and target layer, and emits vertices on that target
* layer, with the specified color.
*/
void *util_make_layered_clear_geometry_shader(struct pipe_context *pipe)
{
static const char text[] =
"GEOM\n"
"PROPERTY GS_INPUT_PRIMITIVE TRIANGLES\n"
"PROPERTY GS_OUTPUT_PRIMITIVE TRIANGLE_STRIP\n"
"PROPERTY GS_MAX_OUTPUT_VERTICES 3\n"
"PROPERTY GS_INVOCATIONS 1\n"
"DCL IN[][0], POSITION\n" /* position */
"DCL IN[][1], GENERIC[0]\n" /* color */
"DCL IN[][2], GENERIC[1]\n" /* vs invocation */
"DCL OUT[0], POSITION\n"
"DCL OUT[1], GENERIC[0]\n"
"DCL OUT[2], LAYER\n"
"IMM[0] INT32 {0, 0, 0, 0}\n"
"MOV OUT[0], IN[0][0]\n"
"MOV OUT[1], IN[0][1]\n"
"MOV OUT[2].x, IN[0][2].xxxx\n"
"EMIT IMM[0].xxxx\n"
"MOV OUT[0], IN[1][0]\n"
"MOV OUT[1], IN[1][1]\n"
"MOV OUT[2].x, IN[1][2].xxxx\n"
"EMIT IMM[0].xxxx\n"
"MOV OUT[0], IN[2][0]\n"
"MOV OUT[1], IN[2][1]\n"
"MOV OUT[2].x, IN[2][2].xxxx\n"
"EMIT IMM[0].xxxx\n"
"END\n";
struct tgsi_token tokens[1000];
struct pipe_shader_state state;
if (!tgsi_text_translate(text, tokens, ARRAY_SIZE(tokens))) {
assert(0);
return NULL;
}
pipe_shader_state_from_tgsi(&state, tokens);
return pipe->create_gs_state(pipe, &state);
}
static void
ureg_load_tex(struct ureg_program *ureg, struct ureg_dst out,
struct ureg_src coord, struct ureg_src sampler,
unsigned tex_target, bool load_level_zero, bool use_txf)
{
if (use_txf) {
struct ureg_dst temp = ureg_DECL_temporary(ureg);
ureg_F2I(ureg, temp, coord);
if (load_level_zero)
ureg_TXF_LZ(ureg, out, tex_target, ureg_src(temp), sampler);
else
ureg_TXF(ureg, out, tex_target, ureg_src(temp), sampler);
} else {
if (load_level_zero)
ureg_TEX_LZ(ureg, out, tex_target, coord, sampler);
else
ureg_TEX(ureg, out, tex_target, coord, sampler);
}
}
/**
* Make simple fragment texture shader:
* IMM {0,0,0,1} // (if writemask != 0xf)
* MOV TEMP[0], IMM[0] // (if writemask != 0xf)
* TEX TEMP[0].writemask, IN[0], SAMP[0], 2D;
* .. optional SINT <-> UINT clamping ..
* MOV OUT[0], TEMP[0]
* 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,
enum tgsi_return_type stype,
enum tgsi_return_type dtype,
bool load_level_zero,
bool use_txf)
{
struct ureg_program *ureg;
struct ureg_src sampler;
struct ureg_src tex;
struct ureg_dst temp;
struct ureg_dst out;
assert((stype == TGSI_RETURN_TYPE_FLOAT) == (dtype == TGSI_RETURN_TYPE_FLOAT));
assert(interp_mode == TGSI_INTERPOLATE_LINEAR ||
interp_mode == TGSI_INTERPOLATE_PERSPECTIVE);
ureg = ureg_create( PIPE_SHADER_FRAGMENT );
if (!ureg)
return NULL;
sampler = ureg_DECL_sampler( ureg, 0 );
ureg_DECL_sampler_view(ureg, 0, tex_target, stype, stype, stype, stype);
tex = ureg_DECL_fs_input( ureg,
TGSI_SEMANTIC_GENERIC, 0,
interp_mode );
out = ureg_DECL_output( ureg,
TGSI_SEMANTIC_COLOR,
0 );
temp = ureg_DECL_temporary(ureg);
if (writemask != TGSI_WRITEMASK_XYZW) {
struct ureg_src imm = ureg_imm4f( ureg, 0, 0, 0, 1 );
ureg_MOV( ureg, out, imm );
}
if (tex_target == TGSI_TEXTURE_BUFFER)
ureg_TXF(ureg,
ureg_writemask(temp, writemask),
tex_target, tex, sampler);
else
ureg_load_tex(ureg, ureg_writemask(temp, writemask), tex, sampler,
tex_target, load_level_zero, use_txf);
if (stype != dtype) {
if (stype == TGSI_RETURN_TYPE_SINT) {
assert(dtype == TGSI_RETURN_TYPE_UINT);
ureg_IMAX(ureg, temp, ureg_src(temp), ureg_imm1i(ureg, 0));
} else {
assert(stype == TGSI_RETURN_TYPE_UINT);
assert(dtype == TGSI_RETURN_TYPE_SINT);
ureg_UMIN(ureg, temp, ureg_src(temp), ureg_imm1u(ureg, (1u << 31) - 1));
}
}
ureg_MOV(ureg, out, ureg_src(temp));
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,
enum tgsi_return_type stype,
enum tgsi_return_type dtype,
bool load_level_zero,
bool use_txf)
{
return util_make_fragment_tex_shader_writemask( pipe,
tex_target,
interp_mode,
TGSI_WRITEMASK_XYZW,
stype, dtype, load_level_zero,
use_txf);
}
/**
* 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,
bool load_level_zero,
bool use_txf)
{
struct ureg_program *ureg;
struct ureg_src sampler;
struct ureg_src tex;
struct ureg_dst out, depth;
struct ureg_src imm;
ureg = ureg_create( PIPE_SHADER_FRAGMENT );
if (!ureg)
return NULL;
sampler = ureg_DECL_sampler( ureg, 0 );
ureg_DECL_sampler_view(ureg, 0, tex_target,
TGSI_RETURN_TYPE_FLOAT,
TGSI_RETURN_TYPE_FLOAT,
TGSI_RETURN_TYPE_FLOAT,
TGSI_RETURN_TYPE_FLOAT);
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_load_tex(ureg, ureg_writemask(depth, TGSI_WRITEMASK_Z), tex, sampler,
tex_target, load_level_zero, use_txf);
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,
bool load_level_zero,
bool use_txf)
{
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( PIPE_SHADER_FRAGMENT );
if (!ureg)
return NULL;
depth_sampler = ureg_DECL_sampler( ureg, 0 );
ureg_DECL_sampler_view(ureg, 0, tex_target,
TGSI_RETURN_TYPE_FLOAT,
TGSI_RETURN_TYPE_FLOAT,
TGSI_RETURN_TYPE_FLOAT,
TGSI_RETURN_TYPE_FLOAT);
stencil_sampler = ureg_DECL_sampler( ureg, 1 );
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,
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_load_tex(ureg, ureg_writemask(depth, TGSI_WRITEMASK_Z), tex,
depth_sampler, tex_target, load_level_zero, use_txf);
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 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,
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;
stencil_sampler = ureg_DECL_sampler( ureg, 0 );
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,
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_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);
}