st/mesa: make Z/S drawpix shaders independent of variants, don't use Mesa IR v2
- there is no connection to user fragment shaders, so having these as shader variants makes no sense - don't use Mesa IR, use TGSI - don't create gl_fragment_program, just create the shader CSO v2: generate exactly the same shader as before to fix llvmpipe Reviewed-by: Dave Airlie <airlied@redhat.com> Reviewed-by: Brian Paul <brianp@vmware.com> Tested-by: Brian Paul <brianp@vmware.com>
This commit is contained in:
@@ -189,100 +189,70 @@ st_make_drawpix_fragment_program(struct st_context *st,
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* stencil value value, then writes to FRAG_RESULT_DEPTH/FRAG_RESULT_STENCIL.
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* Used for glDrawPixels(GL_DEPTH_COMPONENT / GL_STENCIL_INDEX).
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* Pass fragment color through as-is.
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* \return pointer to the gl_fragment program
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*
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* \return CSO of the fragment shader.
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*/
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struct gl_fragment_program *
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st_make_drawpix_z_stencil_program(struct st_context *st,
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GLboolean write_depth,
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GLboolean write_stencil)
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static void *
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get_drawpix_z_stencil_program(struct st_context *st,
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GLboolean write_depth,
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GLboolean write_stencil)
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{
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struct gl_context *ctx = st->ctx;
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struct gl_program *p;
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struct gl_fragment_program *fp;
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GLuint ic = 0;
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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 texcoord, color;
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struct ureg_dst out_color, out_depth, out_stencil;
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const GLuint shaderIndex = write_depth * 2 + write_stencil;
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void *cso;
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assert(shaderIndex < ARRAY_SIZE(st->drawpix.shaders));
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assert(shaderIndex < ARRAY_SIZE(st->drawpix.zs_shaders));
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if (st->drawpix.shaders[shaderIndex]) {
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if (st->drawpix.zs_shaders[shaderIndex]) {
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/* already have the proper shader */
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return st->drawpix.shaders[shaderIndex];
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return st->drawpix.zs_shaders[shaderIndex];
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}
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/*
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* Create shader now
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*/
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p = ctx->Driver.NewProgram(ctx, GL_FRAGMENT_PROGRAM_ARB, 0);
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if (!p)
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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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p->NumInstructions = write_depth ? 3 : 1;
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p->NumInstructions += write_stencil ? 1 : 0;
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p->Instructions = _mesa_alloc_instructions(p->NumInstructions);
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if (!p->Instructions) {
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ctx->Driver.DeleteProgram(ctx, p);
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return NULL;
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}
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_mesa_init_instructions(p->Instructions, p->NumInstructions);
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ureg_property(ureg, TGSI_PROPERTY_FS_COLOR0_WRITES_ALL_CBUFS, TRUE);
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if (write_depth) {
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/* TEX result.depth, fragment.texcoord[0], texture[0], 2D; */
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p->Instructions[ic].Opcode = OPCODE_TEX;
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p->Instructions[ic].DstReg.File = PROGRAM_OUTPUT;
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p->Instructions[ic].DstReg.Index = FRAG_RESULT_DEPTH;
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p->Instructions[ic].DstReg.WriteMask = WRITEMASK_Z;
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p->Instructions[ic].SrcReg[0].File = PROGRAM_INPUT;
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p->Instructions[ic].SrcReg[0].Index = VARYING_SLOT_TEX0;
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p->Instructions[ic].TexSrcUnit = 0;
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p->Instructions[ic].TexSrcTarget = TEXTURE_2D_INDEX;
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ic++;
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/* MOV result.color, fragment.color; */
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p->Instructions[ic].Opcode = OPCODE_MOV;
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p->Instructions[ic].DstReg.File = PROGRAM_OUTPUT;
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p->Instructions[ic].DstReg.Index = FRAG_RESULT_COLOR;
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p->Instructions[ic].SrcReg[0].File = PROGRAM_INPUT;
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p->Instructions[ic].SrcReg[0].Index = VARYING_SLOT_COL0;
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ic++;
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color = ureg_DECL_fs_input(ureg, TGSI_SEMANTIC_COLOR, 0,
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TGSI_INTERPOLATE_COLOR);
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out_color = ureg_DECL_output(ureg, TGSI_SEMANTIC_COLOR, 0);
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depth_sampler = ureg_DECL_sampler(ureg, 0);
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out_depth = ureg_DECL_output(ureg, TGSI_SEMANTIC_POSITION, 0);
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}
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if (write_stencil) {
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/* TEX result.stencil, fragment.texcoord[0], texture[0], 2D; */
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p->Instructions[ic].Opcode = OPCODE_TEX;
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p->Instructions[ic].DstReg.File = PROGRAM_OUTPUT;
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p->Instructions[ic].DstReg.Index = FRAG_RESULT_STENCIL;
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p->Instructions[ic].DstReg.WriteMask = WRITEMASK_Y;
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p->Instructions[ic].SrcReg[0].File = PROGRAM_INPUT;
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p->Instructions[ic].SrcReg[0].Index = VARYING_SLOT_TEX0;
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p->Instructions[ic].TexSrcUnit = 1;
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p->Instructions[ic].TexSrcTarget = TEXTURE_2D_INDEX;
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ic++;
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stencil_sampler = ureg_DECL_sampler(ureg, 1);
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out_stencil = ureg_DECL_output(ureg, TGSI_SEMANTIC_STENCIL, 0);
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}
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/* END; */
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p->Instructions[ic++].Opcode = OPCODE_END;
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texcoord = ureg_DECL_fs_input(ureg,
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st->needs_texcoord_semantic ?
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TGSI_SEMANTIC_TEXCOORD :
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TGSI_SEMANTIC_GENERIC,
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0, TGSI_INTERPOLATE_LINEAR);
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assert(ic == p->NumInstructions);
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p->InputsRead = VARYING_BIT_TEX0 | VARYING_BIT_COL0;
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p->OutputsWritten = 0;
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if (write_depth) {
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p->OutputsWritten |= BITFIELD64_BIT(FRAG_RESULT_DEPTH);
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p->OutputsWritten |= BITFIELD64_BIT(FRAG_RESULT_COLOR);
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ureg_TEX(ureg, ureg_writemask(out_depth, TGSI_WRITEMASK_Z),
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TGSI_TEXTURE_2D, texcoord, depth_sampler);
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ureg_MOV(ureg, out_color, color);
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}
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if (write_stencil)
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p->OutputsWritten |= BITFIELD64_BIT(FRAG_RESULT_STENCIL);
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p->SamplersUsed = 0x1; /* sampler 0 (bit 0) is used */
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if (write_stencil)
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p->SamplersUsed |= 1 << 1;
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ureg_TEX(ureg, ureg_writemask(out_stencil, TGSI_WRITEMASK_Y),
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TGSI_TEXTURE_2D, texcoord, stencil_sampler);
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fp = (struct gl_fragment_program *) p;
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ureg_END(ureg);
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cso = ureg_create_shader_and_destroy(ureg, st->pipe);
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/* save the new shader */
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st->drawpix.shaders[shaderIndex] = fp;
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return fp;
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st->drawpix.zs_shaders[shaderIndex] = cso;
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return cso;
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}
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@@ -1047,30 +1017,6 @@ get_color_fp_variant(struct st_context *st)
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}
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/**
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* Get fragment program variant for a glDrawPixels or glCopyPixels
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* command for depth/stencil data.
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*/
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static struct st_fp_variant *
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get_depth_stencil_fp_variant(struct st_context *st, GLboolean write_depth,
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GLboolean write_stencil)
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{
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struct st_fp_variant_key key;
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struct st_fp_variant *fpv;
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memset(&key, 0, sizeof(key));
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key.st = st;
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key.drawpixels = 1;
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key.drawpixels_z = write_depth;
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key.drawpixels_stencil = write_stencil;
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fpv = st_get_fp_variant(st, st->fp, &key);
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return fpv;
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}
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/**
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* Clamp glDrawPixels width and height to the maximum texture size.
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*/
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@@ -1109,7 +1055,6 @@ st_DrawPixels(struct gl_context *ctx, GLint x, GLint y,
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GLboolean write_stencil = GL_FALSE, write_depth = GL_FALSE;
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struct pipe_sampler_view *sv[2] = { NULL };
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int num_sampler_view = 1;
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struct st_fp_variant *fpv;
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struct gl_pixelstore_attrib clippedUnpack;
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/* Mesa state should be up to date by now */
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@@ -1144,19 +1089,15 @@ st_DrawPixels(struct gl_context *ctx, GLint x, GLint y,
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* Get vertex/fragment shaders
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*/
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if (write_depth || write_stencil) {
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fpv = get_depth_stencil_fp_variant(st, write_depth, write_stencil);
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driver_fp = fpv->driver_shader;
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driver_fp = get_drawpix_z_stencil_program(st, write_depth,
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write_stencil);
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driver_vp = make_passthrough_vertex_shader(st, GL_TRUE);
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color = ctx->Current.RasterColor;
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}
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else {
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fpv = get_color_fp_variant(st);
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struct st_fp_variant *fpv = get_color_fp_variant(st);
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driver_fp = fpv->driver_shader;
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driver_vp = make_passthrough_vertex_shader(st, GL_FALSE);
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color = NULL;
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@@ -1165,10 +1106,10 @@ st_DrawPixels(struct gl_context *ctx, GLint x, GLint y,
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st->pixel_xfer.pixelmap_sampler_view);
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num_sampler_view++;
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}
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}
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/* update fragment program constants */
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st_upload_constants(st, fpv->parameters, PIPE_SHADER_FRAGMENT);
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/* update fragment program constants */
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st_upload_constants(st, fpv->parameters, PIPE_SHADER_FRAGMENT);
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}
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/* draw with textured quad */
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{
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@@ -1459,7 +1400,6 @@ st_CopyPixels(struct gl_context *ctx, GLint srcx, GLint srcy,
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GLboolean invertTex = GL_FALSE;
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GLint readX, readY, readW, readH;
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struct gl_pixelstore_attrib pack = ctx->DefaultPacking;
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struct st_fp_variant *fpv;
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st_validate_state(st);
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@@ -1491,12 +1431,12 @@ st_CopyPixels(struct gl_context *ctx, GLint srcx, GLint srcy,
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* Get vertex/fragment shaders
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*/
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if (type == GL_COLOR) {
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struct st_fp_variant *fpv = get_color_fp_variant(st);
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rbRead = st_get_color_read_renderbuffer(ctx);
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color = NULL;
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fpv = get_color_fp_variant(st);
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driver_fp = fpv->driver_shader;
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driver_vp = make_passthrough_vertex_shader(st, GL_FALSE);
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if (st->pixel_xfer.pixelmap_enabled) {
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@@ -1504,6 +1444,9 @@ st_CopyPixels(struct gl_context *ctx, GLint srcx, GLint srcy,
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st->pixel_xfer.pixelmap_sampler_view);
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num_sampler_view++;
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}
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/* update fragment program constants */
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st_upload_constants(st, fpv->parameters, PIPE_SHADER_FRAGMENT);
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}
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else {
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assert(type == GL_DEPTH);
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@@ -1511,15 +1454,10 @@ st_CopyPixels(struct gl_context *ctx, GLint srcx, GLint srcy,
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Attachment[BUFFER_DEPTH].Renderbuffer);
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color = ctx->Current.Attrib[VERT_ATTRIB_COLOR0];
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fpv = get_depth_stencil_fp_variant(st, GL_TRUE, GL_FALSE);
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driver_fp = fpv->driver_shader;
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driver_fp = get_drawpix_z_stencil_program(st, GL_TRUE, GL_FALSE);
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driver_vp = make_passthrough_vertex_shader(st, GL_TRUE);
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}
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/* update fragment program constants */
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st_upload_constants(st, fpv->parameters, PIPE_SHADER_FRAGMENT);
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/* Choose the format for the temporary texture. */
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srcFormat = rbRead->texture->format;
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srcBind = PIPE_BIND_SAMPLER_VIEW |
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@@ -1666,9 +1604,10 @@ st_destroy_drawpix(struct st_context *st)
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{
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GLuint i;
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for (i = 0; i < ARRAY_SIZE(st->drawpix.shaders); i++) {
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if (st->drawpix.shaders[i])
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_mesa_reference_fragprog(st->ctx, &st->drawpix.shaders[i], NULL);
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for (i = 0; i < ARRAY_SIZE(st->drawpix.zs_shaders); i++) {
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if (st->drawpix.zs_shaders[i])
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cso_delete_fragment_shader(st->cso_context,
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st->drawpix.zs_shaders[i]);
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}
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st_reference_fragprog(st, &st->pixel_xfer.combined_prog, NULL);
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