/************************************************************************** * * Copyright 2008 Tungsten Graphics, Inc., Cedar Park, Texas. * All Rights Reserved. * Copyright 2009 Marek Olšák * * 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 /* 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); }