Beispiel #1
0
/**
 * 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;

   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, ARRAY_SIZE(tokens))) {
      assert(0);
      return NULL;
   }
   pipe_shader_state_from_tgsi(&state, tokens);
#if 0
   tgsi_dump(state.tokens, 0);
#endif

   return pipe->create_fs_state(pipe, &state);
}
Beispiel #2
0
/**
 * Takes position and color, and outputs position, color, and instance id.
 */
void *util_make_layered_clear_helper_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], GENERIC[1]\n"

         "MOV OUT[0], IN[0]\n"
         "MOV OUT[1], IN[1]\n"
         "MOV OUT[2].x, SV[0].xxxx\n"
         "END\n";
   struct tgsi_token tokens[1000];
   struct pipe_shader_state state;

   if (!tgsi_text_translate(text, tokens, ARRAY_SIZE(tokens))) {
      assert(0);
      return NULL;
   }
   pipe_shader_state_from_tgsi(&state, tokens);
   return pipe->create_vs_state(pipe, &state);
}
Beispiel #3
0
void
util_test_constant_buffer(struct pipe_context *ctx,
                          struct pipe_resource *constbuf)
{
   struct cso_context *cso;
   struct pipe_resource *cb;
   void *fs, *vs;
   bool pass = true;
   static const float zero[] = {0, 0, 0, 0};

   cso = cso_create_context(ctx, 0);
   cb = util_create_texture2d(ctx->screen, 256, 256,
                              PIPE_FORMAT_R8G8B8A8_UNORM, 0);
   util_set_common_states_and_clear(cso, ctx, cb);

   pipe_set_constant_buffer(ctx, PIPE_SHADER_FRAGMENT, 0, constbuf);

   /* Fragment shader. */
   {
      static const char *text = /* I don't like ureg... */
            "FRAG\n"
            "DCL CONST[0][0]\n"
            "DCL OUT[0], COLOR\n"

            "MOV OUT[0], CONST[0][0]\n"
            "END\n";
      struct tgsi_token tokens[1000];
      struct pipe_shader_state state;

      if (!tgsi_text_translate(text, tokens, ARRAY_SIZE(tokens))) {
         puts("Can't compile a fragment shader.");
         util_report_result(FAIL);
         return;
      }
      pipe_shader_state_from_tgsi(&state, tokens);
      fs = ctx->create_fs_state(ctx, &state);
      cso_set_fragment_shader_handle(cso, fs);
   }

   /* Vertex shader. */
   vs = util_set_passthrough_vertex_shader(cso, ctx, false);
   util_draw_fullscreen_quad(cso);

   /* Probe pixels. */
   pass = pass && util_probe_rect_rgba(ctx, cb, 0, 0, cb->width0,
                                       cb->height0, zero);

   /* Cleanup. */
   cso_destroy_context(cso);
   ctx->delete_vs_state(ctx, vs);
   ctx->delete_fs_state(ctx, fs);
   pipe_resource_reference(&cb, NULL);

   util_report_result(pass);
}
Beispiel #4
0
static void *
util_make_fs_blit_msaa_gen(struct pipe_context *pipe,
                           enum tgsi_texture_type tgsi_tex,
                           const char *samp_type,
                           const char *output_semantic,
                           const char *output_mask,
                           const char *conversion_decl,
                           const char *conversion)
{
   static const char shader_templ[] =
         "FRAG\n"
         "DCL IN[0], GENERIC[0], LINEAR\n"
         "DCL SAMP[0]\n"
         "DCL SVIEW[0], %s, %s\n"
         "DCL OUT[0], %s\n"
         "DCL TEMP[0]\n"
         "%s"

         "F2U TEMP[0], IN[0]\n"
         "TXF TEMP[0], TEMP[0], SAMP[0], %s\n"
         "%s"
         "MOV OUT[0]%s, TEMP[0]\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;

   assert(tgsi_tex == TGSI_TEXTURE_2D_MSAA ||
          tgsi_tex == TGSI_TEXTURE_2D_ARRAY_MSAA);

   util_snprintf(text, sizeof(text), shader_templ, type, samp_type,
                 output_semantic, conversion_decl, type, conversion, output_mask);

   if (!tgsi_text_translate(text, tokens, ARRAY_SIZE(tokens))) {
      puts(text);
      assert(0);
      return NULL;
   }
   pipe_shader_state_from_tgsi(&state, tokens);
#if 0
   tgsi_dump(state.tokens, 0);
#endif

   return pipe->create_fs_state(pipe, &state);
}
Beispiel #5
0
/**
 * 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,
                                    enum tgsi_texture_type tgsi_tex)
{
   static const char shader_templ[] =
         "FRAG\n"
         "DCL IN[0], GENERIC[0], LINEAR\n"
         "DCL SAMP[0..1]\n"
         "DCL SVIEW[0..1], %s, FLOAT\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;

   assert(tgsi_tex == TGSI_TEXTURE_2D_MSAA ||
          tgsi_tex == TGSI_TEXTURE_2D_ARRAY_MSAA);

   sprintf(text, shader_templ, type, type, type);

   if (!tgsi_text_translate(text, tokens, ARRAY_SIZE(tokens))) {
      assert(0);
      return NULL;
   }
   pipe_shader_state_from_tgsi(&state, tokens);
#if 0
   tgsi_dump(state.tokens, 0);
#endif

   return pipe->create_fs_state(pipe, &state);
}
Beispiel #6
0
/**
 * Takes position, color, and target layer, and emits vertices on that target
 * layer, with the specified color.
 */
void *util_make_layered_clear_geometry_shader(struct pipe_context *pipe)
{
   static const char text[] =
      "GEOM\n"
      "PROPERTY GS_INPUT_PRIMITIVE TRIANGLES\n"
      "PROPERTY GS_OUTPUT_PRIMITIVE TRIANGLE_STRIP\n"
      "PROPERTY GS_MAX_OUTPUT_VERTICES 3\n"
      "PROPERTY GS_INVOCATIONS 1\n"
      "DCL IN[][0], POSITION\n" /* position */
      "DCL IN[][1], GENERIC[0]\n" /* color */
      "DCL IN[][2], GENERIC[1]\n" /* vs invocation */
      "DCL OUT[0], POSITION\n"
      "DCL OUT[1], GENERIC[0]\n"
      "DCL OUT[2], LAYER\n"
      "IMM[0] INT32 {0, 0, 0, 0}\n"

      "MOV OUT[0], IN[0][0]\n"
      "MOV OUT[1], IN[0][1]\n"
      "MOV OUT[2].x, IN[0][2].xxxx\n"
      "EMIT IMM[0].xxxx\n"
      "MOV OUT[0], IN[1][0]\n"
      "MOV OUT[1], IN[1][1]\n"
      "MOV OUT[2].x, IN[1][2].xxxx\n"
      "EMIT IMM[0].xxxx\n"
      "MOV OUT[0], IN[2][0]\n"
      "MOV OUT[1], IN[2][1]\n"
      "MOV OUT[2].x, IN[2][2].xxxx\n"
      "EMIT IMM[0].xxxx\n"
      "END\n";
   struct tgsi_token tokens[1000];
   struct pipe_shader_state state;

   if (!tgsi_text_translate(text, tokens, ARRAY_SIZE(tokens))) {
      assert(0);
      return NULL;
   }
   pipe_shader_state_from_tgsi(&state, tokens);
   return pipe->create_gs_state(pipe, &state);
}
Beispiel #7
0
/**
*	Convert the TGSI assembly to a runnable shader.
*
* We need not care about geometry shaders. All we have is screen quads.
*/
void *
pp_tgsi_to_state(struct pipe_context *pipe, const char *text, bool isvs,
                 const char *name)
{
   struct pipe_shader_state state;
   struct tgsi_token *tokens = NULL;
   void *ret_state = NULL;
 
   /*
    * Allocate temporary token storage. State creation will duplicate
    * tokens so we must free them on exit.
    */ 
   tokens = tgsi_alloc_tokens(PP_MAX_TOKENS);

   if (!tokens) {
      pp_debug("Failed to allocate temporary token storage.\n");
      return NULL;
   }

   if (tgsi_text_translate(text, tokens, PP_MAX_TOKENS) == FALSE) {
      _debug_printf("pp: Failed to translate a shader for %s\n", name);
      return NULL;
   }

   pipe_shader_state_from_tgsi(&state, tokens);

   if (isvs) {
      ret_state = pipe->create_vs_state(pipe, &state);
      FREE(tokens);
   } else {
      ret_state = pipe->create_fs_state(pipe, &state);
      FREE(tokens);
   }

   return ret_state;
}
Beispiel #8
0
static void
test_texture_barrier(struct pipe_context *ctx, bool use_fbfetch,
                     unsigned num_samples)
{
   struct cso_context *cso;
   struct pipe_resource *cb;
   struct pipe_sampler_view *view = NULL;
   char name[256];
   const char *text;

   assert(num_samples >= 1 && num_samples <= 8);

   util_snprintf(name, sizeof(name), "%s: %s, %u samples", __func__,
                 use_fbfetch ? "FBFETCH" : "sampler", MAX2(num_samples, 1));

   if (!ctx->screen->get_param(ctx->screen, PIPE_CAP_TEXTURE_BARRIER)) {
      util_report_result_helper(SKIP, name);
      return;
   }
   if (use_fbfetch &&
       !ctx->screen->get_param(ctx->screen, PIPE_CAP_TGSI_FS_FBFETCH)) {
      util_report_result_helper(SKIP, name);
      return;
   }

   cso = cso_create_context(ctx, 0);
   cb = util_create_texture2d(ctx->screen, 256, 256,
                              PIPE_FORMAT_R8G8B8A8_UNORM, num_samples);
   util_set_common_states_and_clear(cso, ctx, cb);

   /* Clear each sample to a different value. */
   if (num_samples > 1) {
      void *fs =
         util_make_fragment_passthrough_shader(ctx, TGSI_SEMANTIC_GENERIC,
                                               TGSI_INTERPOLATE_LINEAR, TRUE);
      cso_set_fragment_shader_handle(cso, fs);

      /* Vertex shader. */
      void *vs = util_set_passthrough_vertex_shader(cso, ctx, false);

      for (unsigned i = 0; i < num_samples / 2; i++) {
         float value;

         /* 2 consecutive samples should have the same color to test MSAA
          * compression properly.
          */
         if (num_samples == 2) {
            value = 0.1;
         } else {
            /* The average value must be 0.1 */
            static const float values[] = {
               0.0, 0.2, 0.05, 0.15
            };
            value = values[i];
         }

         ctx->set_sample_mask(ctx, 0x3 << (i * 2));
         util_draw_fullscreen_quad_fill(cso, value, value, value, value);
      }
      ctx->set_sample_mask(ctx, ~0);

      cso_set_vertex_shader_handle(cso, NULL);
      cso_set_fragment_shader_handle(cso, NULL);
      ctx->delete_vs_state(ctx, vs);
      ctx->delete_fs_state(ctx, fs);
   }

   if (use_fbfetch) {
      /* Fragment shader. */
      text = "FRAG\n"
             "DCL OUT[0], COLOR[0]\n"
             "DCL TEMP[0]\n"
             "IMM[0] FLT32 { 0.1, 0.2, 0.3, 0.4}\n"

             "FBFETCH TEMP[0], OUT[0]\n"
             "ADD OUT[0], TEMP[0], IMM[0]\n"
             "END\n";
   } else {
      struct pipe_sampler_view templ = {{0}};
      templ.format = cb->format;
      templ.target = cb->target;
      templ.swizzle_r = PIPE_SWIZZLE_X;
      templ.swizzle_g = PIPE_SWIZZLE_Y;
      templ.swizzle_b = PIPE_SWIZZLE_Z;
      templ.swizzle_a = PIPE_SWIZZLE_W;
      view = ctx->create_sampler_view(ctx, cb, &templ);
      ctx->set_sampler_views(ctx, PIPE_SHADER_FRAGMENT, 0, 1, &view);

      /* Fragment shader. */
      if (num_samples > 1) {
         text = "FRAG\n"
                "DCL SV[0], POSITION\n"
                "DCL SV[1], SAMPLEID\n"
                "DCL SAMP[0]\n"
                "DCL SVIEW[0], 2D_MSAA, FLOAT\n"
                "DCL OUT[0], COLOR[0]\n"
                "DCL TEMP[0]\n"
                "IMM[0] FLT32 { 0.1, 0.2, 0.3, 0.4}\n"

                "F2I TEMP[0].xy, SV[0].xyyy\n"
                "MOV TEMP[0].w, SV[1].xxxx\n"
                "TXF TEMP[0], TEMP[0], SAMP[0], 2D_MSAA\n"
                "ADD OUT[0], TEMP[0], IMM[0]\n"
                "END\n";
      } else {
         text = "FRAG\n"
                "DCL SV[0], POSITION\n"
                "DCL SAMP[0]\n"
                "DCL SVIEW[0], 2D, FLOAT\n"
                "DCL OUT[0], COLOR[0]\n"
                "DCL TEMP[0]\n"
                "IMM[0] FLT32 { 0.1, 0.2, 0.3, 0.4}\n"
                "IMM[1] INT32 { 0, 0, 0, 0}\n"

                "F2I TEMP[0].xy, SV[0].xyyy\n"
                "MOV TEMP[0].zw, IMM[1]\n"
                "TXF TEMP[0], TEMP[0], SAMP[0], 2D\n"
                "ADD OUT[0], TEMP[0], IMM[0]\n"
                "END\n";
      }
   }

   struct tgsi_token tokens[1000];
   struct pipe_shader_state state;

   if (!tgsi_text_translate(text, tokens, ARRAY_SIZE(tokens))) {
      assert(0);
      util_report_result_helper(FAIL, name);
      return;
   }
   pipe_shader_state_from_tgsi(&state, tokens);

   void *fs = ctx->create_fs_state(ctx, &state);
   cso_set_fragment_shader_handle(cso, fs);

   /* Vertex shader. */
   void *vs = util_set_passthrough_vertex_shader(cso, ctx, false);

   if (num_samples > 1 && !use_fbfetch)
      ctx->set_min_samples(ctx, num_samples);

   for (int i = 0; i < 2; i++) {
      ctx->texture_barrier(ctx,
                           use_fbfetch ? PIPE_TEXTURE_BARRIER_FRAMEBUFFER :
                                         PIPE_TEXTURE_BARRIER_SAMPLER);
      util_draw_fullscreen_quad(cso);
   }
   if (num_samples > 1 && !use_fbfetch)
      ctx->set_min_samples(ctx, 1);

   /* Probe pixels.
    *
    * For single sample:
    *   result = 0.1 (clear) + (0.1, 0.2, 0.3, 0.4) * 2 = (0.3, 0.5, 0.7, 0.9)
    *
    * For MSAA 4x:
    *   sample0 = 0.0 (clear) + (0.1, 0.2, 0.3, 0.4) * 2 = (0.2, 0.4, 0.6, 0.8)
    *   sample1 = sample0
    *   sample2 = 0.2 (clear) + (0.1, 0.2, 0.3, 0.4) * 2 = (0.4, 0.6, 0.8, 1.0)
    *   sample3 = sample2
    *   resolved = sum(sample[0:3]) / 4 = (0.3, 0.5, 0.7, 0.9)
    */
   static const float expected[] = {0.3, 0.5, 0.7, 0.9};
   bool pass = util_probe_rect_rgba(ctx, cb, 0, 0,
                                    cb->width0, cb->height0, expected);

   /* Cleanup. */
   cso_destroy_context(cso);
   ctx->delete_vs_state(ctx, vs);
   ctx->delete_fs_state(ctx, fs);
   pipe_sampler_view_reference(&view, NULL);
   pipe_resource_reference(&cb, NULL);

   util_report_result_helper(pass, name);
}