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-rw-r--r--mesalib/src/gallium/auxiliary/util/u_simple_shaders.c180
1 files changed, 180 insertions, 0 deletions
diff --git a/mesalib/src/gallium/auxiliary/util/u_simple_shaders.c b/mesalib/src/gallium/auxiliary/util/u_simple_shaders.c
index c93d75469..82f23ebec 100644
--- a/mesalib/src/gallium/auxiliary/util/u_simple_shaders.c
+++ b/mesalib/src/gallium/auxiliary/util/u_simple_shaders.c
@@ -99,6 +99,32 @@ util_make_vertex_passthrough_shader_with_so(struct pipe_context *pipe,
}
+void *util_make_layered_clear_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], LAYER\n"
+
+ "MOV OUT[0], IN[0]\n"
+ "MOV OUT[1], IN[1]\n"
+ "MOV OUT[2], SV[0]\n"
+ "END\n";
+ struct tgsi_token tokens[1000];
+ struct pipe_shader_state state = {tokens};
+
+ if (!tgsi_text_translate(text, tokens, Elements(tokens))) {
+ assert(0);
+ return NULL;
+ }
+ return pipe->create_vs_state(pipe, &state);
+}
+
+
/**
* Make simple fragment texture shader:
* IMM {0,0,0,1} // (if writemask != 0xf)
@@ -527,3 +553,157 @@ util_make_fs_blit_msaa_depthstencil(struct pipe_context *pipe,
return pipe->create_fs_state(pipe, &state);
}
+
+
+void *
+util_make_fs_msaa_resolve(struct pipe_context *pipe,
+ unsigned tgsi_tex, unsigned nr_samples,
+ boolean is_uint, boolean is_sint)
+{
+ struct ureg_program *ureg;
+ struct ureg_src sampler, coord;
+ struct ureg_dst out, tmp_sum, tmp_coord, tmp;
+ int i;
+
+ ureg = ureg_create(TGSI_PROCESSOR_FRAGMENT);
+ if (!ureg)
+ return NULL;
+
+ /* Declarations. */
+ sampler = ureg_DECL_sampler(ureg, 0);
+ 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 (is_uint)
+ ureg_U2F(ureg, tmp, ureg_src(tmp));
+ else if (is_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 (is_uint)
+ ureg_F2U(ureg, out, ureg_src(tmp_sum));
+ else if (is_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,
+ unsigned tgsi_tex, unsigned nr_samples,
+ boolean is_uint, boolean is_sint)
+{
+ 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];
+ int i, c;
+
+ ureg = ureg_create(TGSI_PROCESSOR_FRAGMENT);
+ if (!ureg)
+ return NULL;
+
+ /* Declarations. */
+ sampler = ureg_DECL_sampler(ureg, 0);
+ 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 (is_uint)
+ ureg_U2F(ureg, tmp, ureg_src(tmp));
+ else if (is_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 (is_uint)
+ ureg_F2U(ureg, out, ureg_src(tmp));
+ else if (is_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);
+}