/** * Create a simple vertex shader that passes through position and the given * attribute. */ static void *create_passthrough_vs(struct pipe_context *pipe, int semantic_name) { struct ureg_program *ureg; struct ureg_src src[2], constants[3]; struct ureg_dst dst[2], tmp; int i; ureg = ureg_create(TGSI_PROCESSOR_VERTEX); if (!ureg) return NULL; /* position is in user coordinates */ src[0] = ureg_DECL_vs_input(ureg, 0); dst[0] = ureg_DECL_output(ureg, TGSI_SEMANTIC_POSITION, 0); tmp = ureg_DECL_temporary(ureg); for (i = 0; i < Elements(constants); i++) constants[i] = ureg_DECL_constant(ureg, i); /* transform to clipped coordinates */ ureg_DP4(ureg, ureg_writemask(tmp, TGSI_WRITEMASK_X), src[0], constants[0]); ureg_DP4(ureg, ureg_writemask(tmp, TGSI_WRITEMASK_Y), src[0], constants[1]); ureg_MOV(ureg, ureg_writemask(tmp, TGSI_WRITEMASK_Z), src[0]); ureg_DP4(ureg, ureg_writemask(tmp, TGSI_WRITEMASK_W), src[0], constants[2]); ureg_MOV(ureg, dst[0], ureg_src(tmp)); if (semantic_name >= 0) { src[1] = ureg_DECL_vs_input(ureg, 1); dst[1] = ureg_DECL_output(ureg, semantic_name, 0); ureg_MOV(ureg, dst[1], src[1]); } ureg_END(ureg); return ureg_create_shader_and_destroy(ureg, pipe); }
static void matrix_mul(struct ureg_program *shader, struct ureg_dst dst, struct ureg_dst l[2], struct ureg_dst r[2]) { struct ureg_dst tmp; tmp = ureg_DECL_temporary(shader); /* * tmp.xy = dot4(m[0][0..1], m[1][0..1]) * dst = tmp.x + tmp.y */ ureg_DP4(shader, ureg_writemask(tmp, TGSI_WRITEMASK_X), ureg_src(l[0]), ureg_src(r[0])); ureg_DP4(shader, ureg_writemask(tmp, TGSI_WRITEMASK_Y), ureg_src(l[1]), ureg_src(r[1])); ureg_ADD(shader, dst, ureg_scalar(ureg_src(tmp), TGSI_SWIZZLE_X), ureg_scalar(ureg_src(tmp), TGSI_SWIZZLE_Y)); ureg_release_temporary(shader, tmp); }
static void * create_frag_shader_palette(struct vl_compositor *c, bool include_cc) { struct ureg_program *shader; struct ureg_src csc[3]; struct ureg_src tc; struct ureg_src sampler; struct ureg_src palette; struct ureg_dst texel; struct ureg_dst fragment; unsigned i; shader = ureg_create(TGSI_PROCESSOR_FRAGMENT); if (!shader) return false; for (i = 0; include_cc && i < 3; ++i) csc[i] = ureg_DECL_constant(shader, i); tc = ureg_DECL_fs_input(shader, TGSI_SEMANTIC_GENERIC, VS_O_VTEX, TGSI_INTERPOLATE_LINEAR); sampler = ureg_DECL_sampler(shader, 0); palette = ureg_DECL_sampler(shader, 1); texel = ureg_DECL_temporary(shader); fragment = ureg_DECL_output(shader, TGSI_SEMANTIC_COLOR, 0); /* * texel = tex(tc, sampler) * fragment.xyz = tex(texel, palette) * csc * fragment.a = texel.a */ ureg_TEX(shader, texel, TGSI_TEXTURE_2D, tc, sampler); ureg_MOV(shader, ureg_writemask(fragment, TGSI_WRITEMASK_W), ureg_src(texel)); if (include_cc) { ureg_TEX(shader, texel, TGSI_TEXTURE_1D, ureg_src(texel), palette); for (i = 0; i < 3; ++i) ureg_DP4(shader, ureg_writemask(fragment, TGSI_WRITEMASK_X << i), csc[i], ureg_src(texel)); } else { ureg_TEX(shader, ureg_writemask(fragment, TGSI_WRITEMASK_XYZ), TGSI_TEXTURE_1D, ureg_src(texel), palette); } ureg_release_temporary(shader, texel); ureg_END(shader); return ureg_create_shader_and_destroy(shader, c->pipe); }
static void * create_frag_shader_video_buffer(struct vl_compositor *c) { struct ureg_program *shader; struct ureg_src tc; struct ureg_src csc[3]; struct ureg_src sampler[3]; struct ureg_dst texel; struct ureg_dst fragment; unsigned i; shader = ureg_create(TGSI_PROCESSOR_FRAGMENT); if (!shader) return false; tc = ureg_DECL_fs_input(shader, TGSI_SEMANTIC_GENERIC, VS_O_VTEX, TGSI_INTERPOLATE_LINEAR); for (i = 0; i < 3; ++i) { csc[i] = ureg_DECL_constant(shader, i); sampler[i] = ureg_DECL_sampler(shader, i); } texel = ureg_DECL_temporary(shader); fragment = ureg_DECL_output(shader, TGSI_SEMANTIC_COLOR, 0); /* * texel.xyz = tex(tc, sampler[i]) * fragment = csc * texel */ for (i = 0; i < 3; ++i) ureg_TEX(shader, ureg_writemask(texel, TGSI_WRITEMASK_X << i), TGSI_TEXTURE_3D, tc, sampler[i]); ureg_MOV(shader, ureg_writemask(texel, TGSI_WRITEMASK_W), ureg_imm1f(shader, 1.0f)); for (i = 0; i < 3; ++i) ureg_DP4(shader, ureg_writemask(fragment, TGSI_WRITEMASK_X << i), csc[i], ureg_src(texel)); ureg_MOV(shader, ureg_writemask(fragment, TGSI_WRITEMASK_W), ureg_imm1f(shader, 1.0f)); ureg_release_temporary(shader, texel); ureg_END(shader); return ureg_create_shader_and_destroy(shader, c->pipe); }
static void * create_frag_shader_weave(struct vl_compositor *c) { struct ureg_program *shader; struct ureg_src i_tc[2]; struct ureg_src csc[3]; struct ureg_src sampler[3]; struct ureg_dst t_tc[2]; struct ureg_dst t_texel[2]; struct ureg_dst o_fragment; unsigned i, j; shader = ureg_create(TGSI_PROCESSOR_FRAGMENT); if (!shader) return false; i_tc[0] = ureg_DECL_fs_input(shader, TGSI_SEMANTIC_GENERIC, VS_O_VTOP, TGSI_INTERPOLATE_LINEAR); i_tc[1] = ureg_DECL_fs_input(shader, TGSI_SEMANTIC_GENERIC, VS_O_VBOTTOM, TGSI_INTERPOLATE_LINEAR); for (i = 0; i < 3; ++i) { csc[i] = ureg_DECL_constant(shader, i); sampler[i] = ureg_DECL_sampler(shader, i); } for (i = 0; i < 2; ++i) { t_tc[i] = ureg_DECL_temporary(shader); t_texel[i] = ureg_DECL_temporary(shader); } o_fragment = ureg_DECL_output(shader, TGSI_SEMANTIC_COLOR, 0); /* calculate the texture offsets * t_tc.x = i_tc.x * t_tc.y = (round(i_tc.y) + 0.5) / height * 2 */ for (i = 0; i < 2; ++i) { ureg_MOV(shader, ureg_writemask(t_tc[i], TGSI_WRITEMASK_X), i_tc[i]); ureg_ROUND(shader, ureg_writemask(t_tc[i], TGSI_WRITEMASK_YZ), i_tc[i]); ureg_MOV(shader, ureg_writemask(t_tc[i], TGSI_WRITEMASK_W), ureg_imm1f(shader, i ? 0.75f : 0.25f)); ureg_ADD(shader, ureg_writemask(t_tc[i], TGSI_WRITEMASK_YZ), ureg_src(t_tc[i]), ureg_imm1f(shader, 0.5f)); ureg_MUL(shader, ureg_writemask(t_tc[i], TGSI_WRITEMASK_Y), ureg_src(t_tc[i]), ureg_scalar(i_tc[0], TGSI_SWIZZLE_W)); ureg_MUL(shader, ureg_writemask(t_tc[i], TGSI_WRITEMASK_Z), ureg_src(t_tc[i]), ureg_scalar(i_tc[1], TGSI_SWIZZLE_W)); } /* fetch the texels * texel[0..1].x = tex(t_tc[0..1][0]) * texel[0..1].y = tex(t_tc[0..1][1]) * texel[0..1].z = tex(t_tc[0..1][2]) */ for (i = 0; i < 2; ++i) for (j = 0; j < 3; ++j) { struct ureg_src src = ureg_swizzle(ureg_src(t_tc[i]), TGSI_SWIZZLE_X, j ? TGSI_SWIZZLE_Z : TGSI_SWIZZLE_Y, TGSI_SWIZZLE_W, TGSI_SWIZZLE_W); ureg_TEX(shader, ureg_writemask(t_texel[i], TGSI_WRITEMASK_X << j), TGSI_TEXTURE_3D, src, sampler[j]); } /* calculate linear interpolation factor * factor = |round(i_tc.y) - i_tc.y| * 2 */ ureg_ROUND(shader, ureg_writemask(t_tc[0], TGSI_WRITEMASK_YZ), i_tc[0]); ureg_ADD(shader, ureg_writemask(t_tc[0], TGSI_WRITEMASK_YZ), ureg_src(t_tc[0]), ureg_negate(i_tc[0])); ureg_MUL(shader, ureg_writemask(t_tc[0], TGSI_WRITEMASK_XY), ureg_abs(ureg_src(t_tc[0])), ureg_imm1f(shader, 2.0f)); ureg_LRP(shader, t_texel[0], ureg_swizzle(ureg_src(t_tc[0]), TGSI_SWIZZLE_Y, TGSI_SWIZZLE_Z, TGSI_SWIZZLE_Z, TGSI_SWIZZLE_Z), ureg_src(t_texel[1]), ureg_src(t_texel[0])); /* and finally do colour space transformation * fragment = csc * texel */ ureg_MOV(shader, ureg_writemask(t_texel[0], TGSI_WRITEMASK_W), ureg_imm1f(shader, 1.0f)); for (i = 0; i < 3; ++i) ureg_DP4(shader, ureg_writemask(o_fragment, TGSI_WRITEMASK_X << i), csc[i], ureg_src(t_texel[0])); ureg_MOV(shader, ureg_writemask(o_fragment, TGSI_WRITEMASK_W), ureg_imm1f(shader, 1.0f)); for (i = 0; i < 2; ++i) { ureg_release_temporary(shader, t_texel[i]); ureg_release_temporary(shader, t_tc[i]); } ureg_END(shader); return ureg_create_shader_and_destroy(shader, c->pipe); }
static void * create_mismatch_frag_shader(struct vl_idct *idct) { struct ureg_program *shader; struct ureg_src addr[2]; struct ureg_dst m[8][2]; struct ureg_dst fragment; unsigned i; shader = ureg_create(TGSI_PROCESSOR_FRAGMENT); if (!shader) return NULL; addr[0] = ureg_DECL_fs_input(shader, TGSI_SEMANTIC_GENERIC, VS_O_L_ADDR0, TGSI_INTERPOLATE_LINEAR); addr[1] = ureg_DECL_fs_input(shader, TGSI_SEMANTIC_GENERIC, VS_O_L_ADDR1, TGSI_INTERPOLATE_LINEAR); fragment = ureg_DECL_output(shader, TGSI_SEMANTIC_COLOR, 0); for (i = 0; i < 8; ++i) { m[i][0] = ureg_DECL_temporary(shader); m[i][1] = ureg_DECL_temporary(shader); } for (i = 0; i < 8; ++i) { increment_addr(shader, m[i], addr, false, false, i, idct->buffer_height); } for (i = 0; i < 8; ++i) { struct ureg_src s_addr[2]; s_addr[0] = ureg_src(m[i][0]); s_addr[1] = ureg_src(m[i][1]); fetch_four(shader, m[i], s_addr, ureg_DECL_sampler(shader, 0), false); } for (i = 1; i < 8; ++i) { ureg_ADD(shader, m[0][0], ureg_src(m[0][0]), ureg_src(m[i][0])); ureg_ADD(shader, m[0][1], ureg_src(m[0][1]), ureg_src(m[i][1])); } ureg_ADD(shader, m[0][0], ureg_src(m[0][0]), ureg_src(m[0][1])); ureg_DP4(shader, m[0][0], ureg_abs(ureg_src(m[0][0])), ureg_imm1f(shader, 1 << 14)); ureg_MUL(shader, ureg_writemask(m[0][0], TGSI_WRITEMASK_W), ureg_abs(ureg_src(m[7][1])), ureg_imm1f(shader, 1 << 14)); ureg_FRC(shader, m[0][0], ureg_src(m[0][0])); ureg_SGT(shader, m[0][0], ureg_imm1f(shader, 0.5f), ureg_abs(ureg_src(m[0][0]))); ureg_CMP(shader, ureg_writemask(m[0][0], TGSI_WRITEMASK_W), ureg_negate(ureg_src(m[0][0])), ureg_imm1f(shader, 1.0f / (1 << 15)), ureg_imm1f(shader, -1.0f / (1 << 15))); ureg_MUL(shader, ureg_writemask(m[0][0], TGSI_WRITEMASK_W), ureg_src(m[0][0]), ureg_scalar(ureg_src(m[0][0]), TGSI_SWIZZLE_X)); ureg_MOV(shader, ureg_writemask(fragment, TGSI_WRITEMASK_XYZ), ureg_src(m[7][1])); ureg_ADD(shader, ureg_writemask(fragment, TGSI_WRITEMASK_W), ureg_src(m[0][0]), ureg_src(m[7][1])); for (i = 0; i < 8; ++i) { ureg_release_temporary(shader, m[i][0]); ureg_release_temporary(shader, m[i][1]); } ureg_END(shader); return ureg_create_shader_and_destroy(shader, idct->pipe); }