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:
Marek Olšák
2015-10-04 18:23:33 +02:00
parent f4ec81032b
commit b55b986dc9
5 changed files with 60 additions and 136 deletions

View File

@@ -189,100 +189,70 @@ st_make_drawpix_fragment_program(struct st_context *st,
* stencil value value, then writes to FRAG_RESULT_DEPTH/FRAG_RESULT_STENCIL.
* Used for glDrawPixels(GL_DEPTH_COMPONENT / GL_STENCIL_INDEX).
* Pass fragment color through as-is.
* \return pointer to the gl_fragment program
*
* \return CSO of the fragment shader.
*/
struct gl_fragment_program *
st_make_drawpix_z_stencil_program(struct st_context *st,
static void *
get_drawpix_z_stencil_program(struct st_context *st,
GLboolean write_depth,
GLboolean write_stencil)
{
struct gl_context *ctx = st->ctx;
struct gl_program *p;
struct gl_fragment_program *fp;
GLuint ic = 0;
struct ureg_program *ureg;
struct ureg_src depth_sampler, stencil_sampler;
struct ureg_src texcoord, color;
struct ureg_dst out_color, out_depth, out_stencil;
const GLuint shaderIndex = write_depth * 2 + write_stencil;
void *cso;
assert(shaderIndex < ARRAY_SIZE(st->drawpix.shaders));
assert(shaderIndex < ARRAY_SIZE(st->drawpix.zs_shaders));
if (st->drawpix.shaders[shaderIndex]) {
if (st->drawpix.zs_shaders[shaderIndex]) {
/* already have the proper shader */
return st->drawpix.shaders[shaderIndex];
return st->drawpix.zs_shaders[shaderIndex];
}
/*
* Create shader now
*/
p = ctx->Driver.NewProgram(ctx, GL_FRAGMENT_PROGRAM_ARB, 0);
if (!p)
ureg = ureg_create(TGSI_PROCESSOR_FRAGMENT);
if (ureg == NULL)
return NULL;
p->NumInstructions = write_depth ? 3 : 1;
p->NumInstructions += write_stencil ? 1 : 0;
p->Instructions = _mesa_alloc_instructions(p->NumInstructions);
if (!p->Instructions) {
ctx->Driver.DeleteProgram(ctx, p);
return NULL;
}
_mesa_init_instructions(p->Instructions, p->NumInstructions);
ureg_property(ureg, TGSI_PROPERTY_FS_COLOR0_WRITES_ALL_CBUFS, TRUE);
if (write_depth) {
/* TEX result.depth, fragment.texcoord[0], texture[0], 2D; */
p->Instructions[ic].Opcode = OPCODE_TEX;
p->Instructions[ic].DstReg.File = PROGRAM_OUTPUT;
p->Instructions[ic].DstReg.Index = FRAG_RESULT_DEPTH;
p->Instructions[ic].DstReg.WriteMask = WRITEMASK_Z;
p->Instructions[ic].SrcReg[0].File = PROGRAM_INPUT;
p->Instructions[ic].SrcReg[0].Index = VARYING_SLOT_TEX0;
p->Instructions[ic].TexSrcUnit = 0;
p->Instructions[ic].TexSrcTarget = TEXTURE_2D_INDEX;
ic++;
/* MOV result.color, fragment.color; */
p->Instructions[ic].Opcode = OPCODE_MOV;
p->Instructions[ic].DstReg.File = PROGRAM_OUTPUT;
p->Instructions[ic].DstReg.Index = FRAG_RESULT_COLOR;
p->Instructions[ic].SrcReg[0].File = PROGRAM_INPUT;
p->Instructions[ic].SrcReg[0].Index = VARYING_SLOT_COL0;
ic++;
color = ureg_DECL_fs_input(ureg, TGSI_SEMANTIC_COLOR, 0,
TGSI_INTERPOLATE_COLOR);
out_color = ureg_DECL_output(ureg, TGSI_SEMANTIC_COLOR, 0);
depth_sampler = ureg_DECL_sampler(ureg, 0);
out_depth = ureg_DECL_output(ureg, TGSI_SEMANTIC_POSITION, 0);
}
if (write_stencil) {
/* TEX result.stencil, fragment.texcoord[0], texture[0], 2D; */
p->Instructions[ic].Opcode = OPCODE_TEX;
p->Instructions[ic].DstReg.File = PROGRAM_OUTPUT;
p->Instructions[ic].DstReg.Index = FRAG_RESULT_STENCIL;
p->Instructions[ic].DstReg.WriteMask = WRITEMASK_Y;
p->Instructions[ic].SrcReg[0].File = PROGRAM_INPUT;
p->Instructions[ic].SrcReg[0].Index = VARYING_SLOT_TEX0;
p->Instructions[ic].TexSrcUnit = 1;
p->Instructions[ic].TexSrcTarget = TEXTURE_2D_INDEX;
ic++;
stencil_sampler = ureg_DECL_sampler(ureg, 1);
out_stencil = ureg_DECL_output(ureg, TGSI_SEMANTIC_STENCIL, 0);
}
/* END; */
p->Instructions[ic++].Opcode = OPCODE_END;
texcoord = ureg_DECL_fs_input(ureg,
st->needs_texcoord_semantic ?
TGSI_SEMANTIC_TEXCOORD :
TGSI_SEMANTIC_GENERIC,
0, TGSI_INTERPOLATE_LINEAR);
assert(ic == p->NumInstructions);
p->InputsRead = VARYING_BIT_TEX0 | VARYING_BIT_COL0;
p->OutputsWritten = 0;
if (write_depth) {
p->OutputsWritten |= BITFIELD64_BIT(FRAG_RESULT_DEPTH);
p->OutputsWritten |= BITFIELD64_BIT(FRAG_RESULT_COLOR);
ureg_TEX(ureg, ureg_writemask(out_depth, TGSI_WRITEMASK_Z),
TGSI_TEXTURE_2D, texcoord, depth_sampler);
ureg_MOV(ureg, out_color, color);
}
if (write_stencil)
p->OutputsWritten |= BITFIELD64_BIT(FRAG_RESULT_STENCIL);
p->SamplersUsed = 0x1; /* sampler 0 (bit 0) is used */
if (write_stencil)
p->SamplersUsed |= 1 << 1;
ureg_TEX(ureg, ureg_writemask(out_stencil, TGSI_WRITEMASK_Y),
TGSI_TEXTURE_2D, texcoord, stencil_sampler);
fp = (struct gl_fragment_program *) p;
ureg_END(ureg);
cso = ureg_create_shader_and_destroy(ureg, st->pipe);
/* save the new shader */
st->drawpix.shaders[shaderIndex] = fp;
return fp;
st->drawpix.zs_shaders[shaderIndex] = cso;
return cso;
}
@@ -1047,30 +1017,6 @@ get_color_fp_variant(struct st_context *st)
}
/**
* Get fragment program variant for a glDrawPixels or glCopyPixels
* command for depth/stencil data.
*/
static struct st_fp_variant *
get_depth_stencil_fp_variant(struct st_context *st, GLboolean write_depth,
GLboolean write_stencil)
{
struct st_fp_variant_key key;
struct st_fp_variant *fpv;
memset(&key, 0, sizeof(key));
key.st = st;
key.drawpixels = 1;
key.drawpixels_z = write_depth;
key.drawpixels_stencil = write_stencil;
fpv = st_get_fp_variant(st, st->fp, &key);
return fpv;
}
/**
* Clamp glDrawPixels width and height to the maximum texture size.
*/
@@ -1109,7 +1055,6 @@ st_DrawPixels(struct gl_context *ctx, GLint x, GLint y,
GLboolean write_stencil = GL_FALSE, write_depth = GL_FALSE;
struct pipe_sampler_view *sv[2] = { NULL };
int num_sampler_view = 1;
struct st_fp_variant *fpv;
struct gl_pixelstore_attrib clippedUnpack;
/* Mesa state should be up to date by now */
@@ -1144,19 +1089,15 @@ st_DrawPixels(struct gl_context *ctx, GLint x, GLint y,
* Get vertex/fragment shaders
*/
if (write_depth || write_stencil) {
fpv = get_depth_stencil_fp_variant(st, write_depth, write_stencil);
driver_fp = fpv->driver_shader;
driver_fp = get_drawpix_z_stencil_program(st, write_depth,
write_stencil);
driver_vp = make_passthrough_vertex_shader(st, GL_TRUE);
color = ctx->Current.RasterColor;
}
else {
fpv = get_color_fp_variant(st);
struct st_fp_variant *fpv = get_color_fp_variant(st);
driver_fp = fpv->driver_shader;
driver_vp = make_passthrough_vertex_shader(st, GL_FALSE);
color = NULL;
@@ -1165,10 +1106,10 @@ st_DrawPixels(struct gl_context *ctx, GLint x, GLint y,
st->pixel_xfer.pixelmap_sampler_view);
num_sampler_view++;
}
}
/* update fragment program constants */
st_upload_constants(st, fpv->parameters, PIPE_SHADER_FRAGMENT);
}
/* draw with textured quad */
{
@@ -1459,7 +1400,6 @@ st_CopyPixels(struct gl_context *ctx, GLint srcx, GLint srcy,
GLboolean invertTex = GL_FALSE;
GLint readX, readY, readW, readH;
struct gl_pixelstore_attrib pack = ctx->DefaultPacking;
struct st_fp_variant *fpv;
st_validate_state(st);
@@ -1491,12 +1431,12 @@ st_CopyPixels(struct gl_context *ctx, GLint srcx, GLint srcy,
* Get vertex/fragment shaders
*/
if (type == GL_COLOR) {
struct st_fp_variant *fpv = get_color_fp_variant(st);
rbRead = st_get_color_read_renderbuffer(ctx);
color = NULL;
fpv = get_color_fp_variant(st);
driver_fp = fpv->driver_shader;
driver_vp = make_passthrough_vertex_shader(st, GL_FALSE);
if (st->pixel_xfer.pixelmap_enabled) {
@@ -1504,6 +1444,9 @@ st_CopyPixels(struct gl_context *ctx, GLint srcx, GLint srcy,
st->pixel_xfer.pixelmap_sampler_view);
num_sampler_view++;
}
/* update fragment program constants */
st_upload_constants(st, fpv->parameters, PIPE_SHADER_FRAGMENT);
}
else {
assert(type == GL_DEPTH);
@@ -1511,15 +1454,10 @@ st_CopyPixels(struct gl_context *ctx, GLint srcx, GLint srcy,
Attachment[BUFFER_DEPTH].Renderbuffer);
color = ctx->Current.Attrib[VERT_ATTRIB_COLOR0];
fpv = get_depth_stencil_fp_variant(st, GL_TRUE, GL_FALSE);
driver_fp = fpv->driver_shader;
driver_fp = get_drawpix_z_stencil_program(st, GL_TRUE, GL_FALSE);
driver_vp = make_passthrough_vertex_shader(st, GL_TRUE);
}
/* update fragment program constants */
st_upload_constants(st, fpv->parameters, PIPE_SHADER_FRAGMENT);
/* Choose the format for the temporary texture. */
srcFormat = rbRead->texture->format;
srcBind = PIPE_BIND_SAMPLER_VIEW |
@@ -1666,9 +1604,10 @@ st_destroy_drawpix(struct st_context *st)
{
GLuint i;
for (i = 0; i < ARRAY_SIZE(st->drawpix.shaders); i++) {
if (st->drawpix.shaders[i])
_mesa_reference_fragprog(st->ctx, &st->drawpix.shaders[i], NULL);
for (i = 0; i < ARRAY_SIZE(st->drawpix.zs_shaders); i++) {
if (st->drawpix.zs_shaders[i])
cso_delete_fragment_shader(st->cso_context,
st->drawpix.zs_shaders[i]);
}
st_reference_fragprog(st, &st->pixel_xfer.combined_prog, NULL);

View File

@@ -45,10 +45,4 @@ st_make_drawpix_fragment_program(struct st_context *st,
struct gl_fragment_program *fpIn,
struct gl_fragment_program **fpOut);
extern struct gl_fragment_program *
st_make_drawpix_z_stencil_program(struct st_context *st,
GLboolean write_depth,
GLboolean write_stencil);
#endif /* ST_CB_DRAWPIXELS_H */

View File

@@ -184,7 +184,7 @@ struct st_context
/** for glDraw/CopyPixels */
struct {
struct gl_fragment_program *shaders[4];
void *zs_shaders[4];
void *vert_shaders[2]; /**< ureg shaders */
} drawpix;

View File

@@ -568,19 +568,12 @@ st_translate_fragment_program(struct st_context *st,
memset(inputSlotToAttr, ~0, sizeof(inputSlotToAttr));
if (key->drawpixels) {
/* glDrawPixels drawing */
/* glDrawPixels color drawing */
struct gl_fragment_program *fp; /* we free this temp program below */
if (key->drawpixels_z || key->drawpixels_stencil) {
fp = st_make_drawpix_z_stencil_program(st, key->drawpixels_z,
key->drawpixels_stencil);
}
else {
/* RGBA */
st_make_drawpix_fragment_program(st, &stfp->Base, &fp);
variant->parameters = _mesa_clone_parameter_list(fp->Base.Parameters);
deleteFP = GL_TRUE;
}
stfp = st_fragment_program(fp);
}

View File

@@ -59,8 +59,6 @@ struct st_fp_variant_key
GLuint drawpixels:1; /**< glDrawPixels variant */
GLuint scaleAndBias:1; /**< glDrawPixels w/ scale and/or bias? */
GLuint pixelMaps:1; /**< glDrawPixels w/ pixel lookup map? */
GLuint drawpixels_z:1; /**< glDrawPixels(GL_DEPTH) */
GLuint drawpixels_stencil:1; /**< glDrawPixels(GL_STENCIL) */
/** for ARB_color_buffer_float */
GLuint clamp_color:1;