
move it to pipe/internal/p_winsys_screen.h and start converting the state trackers to the screen usage
362 lines
12 KiB
C
362 lines
12 KiB
C
/**************************************************************************
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*
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* Copyright 2008 Tungsten Graphics, Inc., Cedar Park, Texas.
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* All Rights Reserved.
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*
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* Permission is hereby granted, free of charge, to any person obtaining a
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* copy of this software and associated documentation files (the
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* "Software"), to deal in the Software without restriction, including
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* without limitation the rights to use, copy, modify, merge, publish,
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* distribute, sub license, and/or sell copies of the Software, and to
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* permit persons to whom the Software is furnished to do so, subject to
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* the following conditions:
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*
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* The above copyright notice and this permission notice (including the
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* next paragraph) shall be included in all copies or substantial portions
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* of the Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
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* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
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* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT.
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* IN NO EVENT SHALL TUNGSTEN GRAPHICS AND/OR ITS SUPPLIERS BE LIABLE FOR
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* ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
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* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
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* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
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*
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**************************************************************************/
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/**
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* @file
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* Simple vertex/fragment shader generators.
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*
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* @author Brian Paul
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*/
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#include "pipe/p_context.h"
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#include "pipe/p_debug.h"
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#include "pipe/p_defines.h"
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#include "pipe/p_inlines.h"
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#include "pipe/p_screen.h"
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#include "pipe/p_shader_tokens.h"
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#include "util/u_memory.h"
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#include "util/u_simple_shaders.h"
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#include "tgsi/tgsi_build.h"
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#include "tgsi/tgsi_dump.h"
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#include "tgsi/tgsi_parse.h"
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/**
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* Make simple vertex pass-through shader.
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*/
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void *
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util_make_vertex_passthrough_shader(struct pipe_context *pipe,
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uint num_attribs,
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const uint *semantic_names,
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const uint *semantic_indexes,
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struct pipe_shader_state *shader)
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{
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uint maxTokens = 100;
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struct tgsi_token *tokens;
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struct tgsi_header *header;
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struct tgsi_processor *processor;
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struct tgsi_full_declaration decl;
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struct tgsi_full_instruction inst;
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const uint procType = TGSI_PROCESSOR_VERTEX;
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uint ti, i;
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tokens = (struct tgsi_token *) MALLOC(maxTokens * sizeof(tokens[0]));
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/* shader header
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*/
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*(struct tgsi_version *) &tokens[0] = tgsi_build_version();
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header = (struct tgsi_header *) &tokens[1];
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*header = tgsi_build_header();
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processor = (struct tgsi_processor *) &tokens[2];
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*processor = tgsi_build_processor( procType, header );
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ti = 3;
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/* declare inputs */
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for (i = 0; i < num_attribs; i++) {
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decl = tgsi_default_full_declaration();
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decl.Declaration.File = TGSI_FILE_INPUT;
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decl.Declaration.Semantic = 1;
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decl.Semantic.SemanticName = semantic_names[i];
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decl.Semantic.SemanticIndex = semantic_indexes[i];
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decl.DeclarationRange.First =
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decl.DeclarationRange.Last = i;
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ti += tgsi_build_full_declaration(&decl,
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&tokens[ti],
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header,
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maxTokens - ti);
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}
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/* declare outputs */
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for (i = 0; i < num_attribs; i++) {
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decl = tgsi_default_full_declaration();
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decl.Declaration.File = TGSI_FILE_OUTPUT;
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decl.Declaration.Semantic = 1;
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decl.Semantic.SemanticName = semantic_names[i];
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decl.Semantic.SemanticIndex = semantic_indexes[i];
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decl.DeclarationRange.First =
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decl.DeclarationRange.Last = i;
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ti += tgsi_build_full_declaration(&decl,
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&tokens[ti],
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header,
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maxTokens - ti);
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}
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/* emit MOV instructions */
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for (i = 0; i < num_attribs; i++) {
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/* MOVE out[i], in[i]; */
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inst = tgsi_default_full_instruction();
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inst.Instruction.Opcode = TGSI_OPCODE_MOV;
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inst.Instruction.NumDstRegs = 1;
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inst.FullDstRegisters[0].DstRegister.File = TGSI_FILE_OUTPUT;
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inst.FullDstRegisters[0].DstRegister.Index = i;
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inst.Instruction.NumSrcRegs = 1;
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inst.FullSrcRegisters[0].SrcRegister.File = TGSI_FILE_INPUT;
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inst.FullSrcRegisters[0].SrcRegister.Index = i;
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ti += tgsi_build_full_instruction(&inst,
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&tokens[ti],
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header,
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maxTokens - ti );
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}
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/* END instruction */
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inst = tgsi_default_full_instruction();
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inst.Instruction.Opcode = TGSI_OPCODE_END;
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inst.Instruction.NumDstRegs = 0;
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inst.Instruction.NumSrcRegs = 0;
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ti += tgsi_build_full_instruction(&inst,
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&tokens[ti],
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header,
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maxTokens - ti );
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#if 0 /*debug*/
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tgsi_dump(tokens, 0);
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#endif
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shader->tokens = tokens;
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/*shader->num_tokens = ti;*/
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return pipe->create_vs_state(pipe, shader);
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}
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/**
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* Make simple fragment texture shader:
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* TEX OUT[0], IN[0], SAMP[0], 2D;
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* END;
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*/
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void *
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util_make_fragment_tex_shader(struct pipe_context *pipe,
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struct pipe_shader_state *shader)
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{
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uint maxTokens = 100;
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struct tgsi_token *tokens;
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struct tgsi_header *header;
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struct tgsi_processor *processor;
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struct tgsi_full_declaration decl;
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struct tgsi_full_instruction inst;
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const uint procType = TGSI_PROCESSOR_FRAGMENT;
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uint ti;
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tokens = (struct tgsi_token *) MALLOC(maxTokens * sizeof(tokens[0]));
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/* shader header
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*/
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*(struct tgsi_version *) &tokens[0] = tgsi_build_version();
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header = (struct tgsi_header *) &tokens[1];
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*header = tgsi_build_header();
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processor = (struct tgsi_processor *) &tokens[2];
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*processor = tgsi_build_processor( procType, header );
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ti = 3;
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/* declare TEX[0] input */
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decl = tgsi_default_full_declaration();
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decl.Declaration.File = TGSI_FILE_INPUT;
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/* XXX this could be linear... */
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decl.Declaration.Interpolate = TGSI_INTERPOLATE_PERSPECTIVE;
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decl.Declaration.Semantic = 1;
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decl.Semantic.SemanticName = TGSI_SEMANTIC_GENERIC;
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decl.Semantic.SemanticIndex = 0;
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decl.DeclarationRange.First =
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decl.DeclarationRange.Last = 0;
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ti += tgsi_build_full_declaration(&decl,
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&tokens[ti],
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header,
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maxTokens - ti);
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/* declare color[0] output */
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decl = tgsi_default_full_declaration();
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decl.Declaration.File = TGSI_FILE_OUTPUT;
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decl.Declaration.Semantic = 1;
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decl.Semantic.SemanticName = TGSI_SEMANTIC_COLOR;
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decl.Semantic.SemanticIndex = 0;
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decl.DeclarationRange.First =
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decl.DeclarationRange.Last = 0;
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ti += tgsi_build_full_declaration(&decl,
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&tokens[ti],
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header,
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maxTokens - ti);
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/* declare sampler */
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decl = tgsi_default_full_declaration();
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decl.Declaration.File = TGSI_FILE_SAMPLER;
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decl.DeclarationRange.First =
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decl.DeclarationRange.Last = 0;
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ti += tgsi_build_full_declaration(&decl,
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&tokens[ti],
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header,
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maxTokens - ti);
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/* TEX instruction */
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inst = tgsi_default_full_instruction();
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inst.Instruction.Opcode = TGSI_OPCODE_TEX;
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inst.Instruction.NumDstRegs = 1;
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inst.FullDstRegisters[0].DstRegister.File = TGSI_FILE_OUTPUT;
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inst.FullDstRegisters[0].DstRegister.Index = 0;
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inst.Instruction.NumSrcRegs = 2;
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inst.InstructionExtTexture.Texture = TGSI_TEXTURE_2D;
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inst.FullSrcRegisters[0].SrcRegister.File = TGSI_FILE_INPUT;
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inst.FullSrcRegisters[0].SrcRegister.Index = 0;
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inst.FullSrcRegisters[1].SrcRegister.File = TGSI_FILE_SAMPLER;
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inst.FullSrcRegisters[1].SrcRegister.Index = 0;
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ti += tgsi_build_full_instruction(&inst,
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&tokens[ti],
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header,
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maxTokens - ti );
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/* END instruction */
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inst = tgsi_default_full_instruction();
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inst.Instruction.Opcode = TGSI_OPCODE_END;
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inst.Instruction.NumDstRegs = 0;
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inst.Instruction.NumSrcRegs = 0;
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ti += tgsi_build_full_instruction(&inst,
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&tokens[ti],
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header,
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maxTokens - ti );
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#if 0 /*debug*/
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tgsi_dump(tokens, 0);
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#endif
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shader->tokens = tokens;
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/*shader->num_tokens = ti;*/
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return pipe->create_fs_state(pipe, shader);
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}
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/**
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* Make simple fragment color pass-through shader.
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*/
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void *
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util_make_fragment_passthrough_shader(struct pipe_context *pipe,
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struct pipe_shader_state *shader)
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{
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uint maxTokens = 40;
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struct tgsi_token *tokens;
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struct tgsi_header *header;
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struct tgsi_processor *processor;
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struct tgsi_full_declaration decl;
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struct tgsi_full_instruction inst;
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const uint procType = TGSI_PROCESSOR_FRAGMENT;
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uint ti;
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tokens = (struct tgsi_token *) MALLOC(maxTokens * sizeof(tokens[0]));
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/* shader header
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*/
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*(struct tgsi_version *) &tokens[0] = tgsi_build_version();
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header = (struct tgsi_header *) &tokens[1];
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*header = tgsi_build_header();
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processor = (struct tgsi_processor *) &tokens[2];
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*processor = tgsi_build_processor( procType, header );
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ti = 3;
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/* declare input */
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decl = tgsi_default_full_declaration();
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decl.Declaration.File = TGSI_FILE_INPUT;
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decl.Declaration.Semantic = 1;
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decl.Semantic.SemanticName = TGSI_SEMANTIC_COLOR;
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decl.Semantic.SemanticIndex = 0;
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decl.DeclarationRange.First =
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decl.DeclarationRange.Last = 0;
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ti += tgsi_build_full_declaration(&decl,
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&tokens[ti],
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header,
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maxTokens - ti);
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/* declare output */
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decl = tgsi_default_full_declaration();
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decl.Declaration.File = TGSI_FILE_OUTPUT;
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decl.Declaration.Semantic = 1;
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decl.Semantic.SemanticName = TGSI_SEMANTIC_COLOR;
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decl.Semantic.SemanticIndex = 0;
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decl.DeclarationRange.First =
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decl.DeclarationRange.Last = 0;
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ti += tgsi_build_full_declaration(&decl,
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&tokens[ti],
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header,
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maxTokens - ti);
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/* MOVE out[0], in[0]; */
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inst = tgsi_default_full_instruction();
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inst.Instruction.Opcode = TGSI_OPCODE_MOV;
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inst.Instruction.NumDstRegs = 1;
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inst.FullDstRegisters[0].DstRegister.File = TGSI_FILE_OUTPUT;
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inst.FullDstRegisters[0].DstRegister.Index = 0;
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inst.Instruction.NumSrcRegs = 1;
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inst.FullSrcRegisters[0].SrcRegister.File = TGSI_FILE_INPUT;
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inst.FullSrcRegisters[0].SrcRegister.Index = 0;
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ti += tgsi_build_full_instruction(&inst,
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&tokens[ti],
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header,
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maxTokens - ti );
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/* END instruction */
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inst = tgsi_default_full_instruction();
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inst.Instruction.Opcode = TGSI_OPCODE_END;
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inst.Instruction.NumDstRegs = 0;
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inst.Instruction.NumSrcRegs = 0;
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ti += tgsi_build_full_instruction(&inst,
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&tokens[ti],
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header,
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maxTokens - ti );
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assert(ti < maxTokens);
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#if 0 /*debug*/
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tgsi_dump(tokens, 0);
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#endif
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shader->tokens = tokens;
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/*shader->num_tokens = ti;*/
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return pipe->create_fs_state(pipe, shader);
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}
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