Example #1
0
static void emit_fb_write( struct brw_wm_compile *c )
{
   struct brw_fp_src payload_r0_depth = src_reg(BRW_FILE_PAYLOAD, PAYLOAD_DEPTH);
   struct brw_fp_src outdepth = find_output_by_semantic(c, TGSI_SEMANTIC_POSITION, 0);
   GLuint i;


   outdepth = src_scalar(outdepth, Z);

   for (i = 0 ; i < c->key.nr_cbufs; i++) {
      struct brw_fp_src outcolor;
      
      outcolor = find_output_by_semantic(c, TGSI_SEMANTIC_COLOR, i);

      /* Use emit_tex_op so that we can specify the inst->target
       * field, which is abused to contain the FB write target and the
       * EOT marker
       */
      emit_tex_op(c, WM_FB_WRITE,
		  dst_undef(),
		  (i == c->key.nr_cbufs - 1), /* EOT */
		  i,
                  0,            /* no sampler */
		  outcolor,
		  payload_r0_depth,
		  outdepth);
   }
}
Example #2
0
static INLINE void emit_op1(struct brw_wm_compile *c,
			    GLuint op,
			    struct brw_fp_dst dest,
			    struct brw_fp_src src0)
{
   emit_tex_op(c, op, dest, 0, 0, 0, src0, src_undef(), src_undef());
}
Example #3
0
static INLINE void emit_op3(struct brw_wm_compile *c,
			    GLuint op,
			    struct brw_fp_dst dest,
			    struct brw_fp_src src0,
			    struct brw_fp_src src1,
			    struct brw_fp_src src2 )
{
   emit_tex_op(c, op, dest, 0, 0, 0, src0, src1, src2);
}
Example #4
0
static struct prog_instruction * emit_op(struct brw_wm_compile *c,
				       GLuint op,
				       struct prog_dst_register dest,
				       GLuint saturate,
				       struct prog_src_register src0,
				       struct prog_src_register src1,
				       struct prog_src_register src2 )
{
   return emit_tex_op(c, op, dest, saturate,
                      TEX_UNIT_NONE, TEX_TARGET_NONE, 0,  /* unit, tgt, shadow */
                      src0, src1, src2);
}
Example #5
0
/**
 * Some TEX instructions require extra code, cube map coordinate
 * normalization, or coordinate scaling for RECT textures, etc.
 * This function emits those extra instructions and the TEX
 * instruction itself.
 */
static void precalc_tex( struct brw_wm_compile *c,
			 struct brw_fp_dst dst,
			 unsigned target,
			 unsigned unit,
			 struct brw_fp_src src0,
			 struct brw_fp_src sampler )
{
   struct brw_fp_src coord;
   struct brw_fp_dst tmp = dst_undef();

   assert(unit < BRW_MAX_TEX_UNIT);

   /* Cubemap: find longest component of coord vector and normalize
    * it.
    */
   if (target == TGSI_TEXTURE_CUBE) {
      struct brw_fp_src tmpsrc;

      tmp = get_temp(c);
      tmpsrc = src_reg_from_dst(tmp);

      /* tmp = abs(src0) */
      emit_op1(c, 
	       TGSI_OPCODE_MOV,
	       tmp,
	       src_abs(src0));

      /* tmp.X = MAX(tmp.X, tmp.Y) */
      emit_op2(c, TGSI_OPCODE_MAX,
	       dst_mask(tmp, BRW_WRITEMASK_X),
	       src_scalar(tmpsrc, X),
	       src_scalar(tmpsrc, Y));

      /* tmp.X = MAX(tmp.X, tmp.Z) */
      emit_op2(c, TGSI_OPCODE_MAX,
	       dst_mask(tmp, BRW_WRITEMASK_X),
	       tmpsrc,
	       src_scalar(tmpsrc, Z));

      /* tmp.X = 1 / tmp.X */
      emit_op1(c, TGSI_OPCODE_RCP,
	      dst_mask(tmp, BRW_WRITEMASK_X),
	      tmpsrc);

      /* tmp = src0 * tmp.xxxx */
      emit_op2(c, TGSI_OPCODE_MUL,
	       tmp,
	       src0,
	       src_scalar(tmpsrc, X));

      coord = tmpsrc;
   }
   else if (target == TGSI_TEXTURE_RECT ||
	    target == TGSI_TEXTURE_SHADOWRECT) {
      /* XXX: need a mechanism for internally generated constants.
       */
      coord = src0;
   }
   else {
      coord = src0;
   }

   /* Need to emit YUV texture conversions by hand.  Probably need to
    * do this here - the alternative is in brw_wm_emit.c, but the
    * conversion requires allocating a temporary variable which we
    * don't have the facility to do that late in the compilation.
    */
   if (c->key.yuvtex_mask & (1 << unit)) {
      /* convert ycbcr to RGBA */
      GLboolean  swap_uv = c->key.yuvtex_swap_mask & (1<<unit);
      struct brw_fp_dst tmp = get_temp(c);
      struct brw_fp_src tmpsrc = src_reg_from_dst(tmp);
      struct brw_fp_src C0 = src_imm4f( c,  -.5, -.0625, -.5, 1.164 );
      struct brw_fp_src C1 = src_imm4f( c, 1.596, -0.813, 2.018, -.391 );
     
      /* tmp     = TEX ...
       */
      emit_tex_op(c, 
                  TGSI_OPCODE_TEX,
                  dst_saturate(tmp, dst.saturate),
                  unit,
                  target,
                  sampler.index,
                  coord,
                  src_undef(),
                  src_undef());

      /* tmp.xyz =  ADD TMP, C0
       */
      emit_op2(c, TGSI_OPCODE_ADD,
	       dst_mask(tmp, BRW_WRITEMASK_XYZ),
	       tmpsrc,
	       C0);

      /* YUV.y   = MUL YUV.y, C0.w
       */
      emit_op2(c, TGSI_OPCODE_MUL,
	       dst_mask(tmp, BRW_WRITEMASK_Y),
	       tmpsrc,
	       src_scalar(C0, W));

      /* 
       * if (UV swaped)
       *     RGB.xyz = MAD YUV.zzx, C1, YUV.y
       * else
       *     RGB.xyz = MAD YUV.xxz, C1, YUV.y
       */

      emit_op3(c, TGSI_OPCODE_MAD,
	       dst_mask(dst, BRW_WRITEMASK_XYZ),
	       ( swap_uv ? 
		 src_swizzle(tmpsrc, Z,Z,X,X) : 
		 src_swizzle(tmpsrc, X,X,Z,Z)),
	       C1,
	       src_scalar(tmpsrc, Y));

      /*  RGB.y   = MAD YUV.z, C1.w, RGB.y
       */
      emit_op3(c,
	       TGSI_OPCODE_MAD,
	       dst_mask(dst, BRW_WRITEMASK_Y),
	       src_scalar(tmpsrc, Z),
	       src_scalar(C1, W),
	       src_scalar(src_reg_from_dst(dst), Y));

      release_temp(c, tmp);
   }
   else {
      /* ordinary RGBA tex instruction */
      emit_tex_op(c, 
                  TGSI_OPCODE_TEX,
                  dst,
                  unit,
                  target,
                  sampler.index,
                  coord,
                  src_undef(),
                  src_undef());
   }

   /* XXX: add GL_EXT_texture_swizzle support to gallium -- by
    * generating shader variants in mesa state tracker.
    */

   /* Release this temp if we ended up allocating it:
    */
   if (!dst_is_undef(tmp))
      release_temp(c, tmp);
}
Example #6
0
/**
 * Some TEX instructions require extra code, cube map coordinate
 * normalization, or coordinate scaling for RECT textures, etc.
 * This function emits those extra instructions and the TEX
 * instruction itself.
 */
static void precalc_tex( struct brw_wm_compile *c,
			 const struct prog_instruction *inst )
{
   struct prog_src_register coord;
   struct prog_dst_register tmpcoord;
   const GLuint unit = c->fp->program.Base.SamplerUnits[inst->TexSrcUnit];

   assert(unit < BRW_MAX_TEX_UNIT);

   if (inst->TexSrcTarget == TEXTURE_CUBE_INDEX) {
       struct prog_instruction *out;
       struct prog_dst_register tmp0 = get_temp(c);
       struct prog_src_register tmp0src = src_reg_from_dst(tmp0);
       struct prog_dst_register tmp1 = get_temp(c);
       struct prog_src_register tmp1src = src_reg_from_dst(tmp1);
       struct prog_src_register src0 = inst->SrcReg[0];

       /* find longest component of coord vector and normalize it */
       tmpcoord = get_temp(c);
       coord = src_reg_from_dst(tmpcoord);

       /* tmpcoord = src0 (i.e.: coord = src0) */
       out = emit_op(c, OPCODE_MOV,
                     tmpcoord,
                     0,
                     src0,
                     src_undef(),
                     src_undef());
       out->SrcReg[0].Negate = NEGATE_NONE;
       out->SrcReg[0].Abs = 1;

       /* tmp0 = MAX(coord.X, coord.Y) */
       emit_op(c, OPCODE_MAX,
               tmp0,
               0,
               src_swizzle1(coord, X),
               src_swizzle1(coord, Y),
               src_undef());

       /* tmp1 = MAX(tmp0, coord.Z) */
       emit_op(c, OPCODE_MAX,
               tmp1,
               0,
               tmp0src,
               src_swizzle1(coord, Z),
               src_undef());

       /* tmp0 = 1 / tmp1 */
       emit_op(c, OPCODE_RCP,
               dst_mask(tmp0, WRITEMASK_X),
               0,
               tmp1src,
               src_undef(),
               src_undef());

       /* tmpCoord = src0 * tmp0 */
       emit_op(c, OPCODE_MUL,
               tmpcoord,
               0,
               src0,
               src_swizzle1(tmp0src, SWIZZLE_X),
               src_undef());

       release_temp(c, tmp0);
       release_temp(c, tmp1);
   }
   else if (inst->TexSrcTarget == TEXTURE_RECT_INDEX) {
      struct prog_src_register scale = 
	 search_or_add_param5( c, 
			       STATE_INTERNAL, 
			       STATE_TEXRECT_SCALE,
			       unit,
			       0,0 );

      tmpcoord = get_temp(c);

      /* coord.xy   = MUL inst->SrcReg[0], { 1/width, 1/height }
       */
      emit_op(c,
	      OPCODE_MUL,
	      tmpcoord,
	      0,
	      inst->SrcReg[0],
	      src_swizzle(scale,
			  SWIZZLE_X,
			  SWIZZLE_Y,
			  SWIZZLE_ONE,
			  SWIZZLE_ONE),
	      src_undef());

      coord = src_reg_from_dst(tmpcoord);
   }
   else {
      coord = inst->SrcReg[0];
   }

   /* Need to emit YUV texture conversions by hand.  Probably need to
    * do this here - the alternative is in brw_wm_emit.c, but the
    * conversion requires allocating a temporary variable which we
    * don't have the facility to do that late in the compilation.
    */
   if (c->key.yuvtex_mask & (1 << unit)) {
      /* convert ycbcr to RGBA */
      GLboolean  swap_uv = c->key.yuvtex_swap_mask & (1<<unit);

      /* 
	 CONST C0 = { -.5, -.0625,  -.5, 1.164 }
	 CONST C1 = { 1.596, -0.813, 2.018, -.391 }
	 UYV     = TEX ...
	 UYV.xyz = ADD UYV,     C0
	 UYV.y   = MUL UYV.y,   C0.w
 	 if (UV swaped)
	    RGB.xyz = MAD UYV.zzx, C1,   UYV.y
	 else
	    RGB.xyz = MAD UYV.xxz, C1,   UYV.y 
	 RGB.y   = MAD UYV.z,   C1.w, RGB.y
      */
      struct prog_dst_register dst = inst->DstReg;
      struct prog_dst_register tmp = get_temp(c);
      struct prog_src_register tmpsrc = src_reg_from_dst(tmp);
      struct prog_src_register C0 = search_or_add_const4f( c,  -.5, -.0625, -.5, 1.164 );
      struct prog_src_register C1 = search_or_add_const4f( c, 1.596, -0.813, 2.018, -.391 );
     
      /* tmp     = TEX ...
       */
      emit_tex_op(c, 
                  OPCODE_TEX,
                  tmp,
                  inst->SaturateMode,
                  unit,
                  inst->TexSrcTarget,
                  inst->TexShadow,
                  coord,
                  src_undef(),
                  src_undef());

      /* tmp.xyz =  ADD TMP, C0
       */
      emit_op(c,
	      OPCODE_ADD,
	      dst_mask(tmp, WRITEMASK_XYZ),
	      0,
	      tmpsrc,
	      C0,
	      src_undef());

      /* YUV.y   = MUL YUV.y, C0.w
       */

      emit_op(c,
	      OPCODE_MUL,
	      dst_mask(tmp, WRITEMASK_Y),
	      0,
	      tmpsrc,
	      src_swizzle1(C0, W),
	      src_undef());

      /* 
       * if (UV swaped)
       *     RGB.xyz = MAD YUV.zzx, C1, YUV.y
       * else
       *     RGB.xyz = MAD YUV.xxz, C1, YUV.y
       */

      emit_op(c,
	      OPCODE_MAD,
	      dst_mask(dst, WRITEMASK_XYZ),
	      0,
	      swap_uv?src_swizzle(tmpsrc, Z,Z,X,X):src_swizzle(tmpsrc, X,X,Z,Z),
	      C1,
	      src_swizzle1(tmpsrc, Y));

      /*  RGB.y   = MAD YUV.z, C1.w, RGB.y
       */
      emit_op(c,
	      OPCODE_MAD,
	      dst_mask(dst, WRITEMASK_Y),
	      0,
	      src_swizzle1(tmpsrc, Z),
	      src_swizzle1(C1, W),
	      src_swizzle1(src_reg_from_dst(dst), Y));

      release_temp(c, tmp);
   }
   else {
      /* ordinary RGBA tex instruction */
      emit_tex_op(c, 
                  OPCODE_TEX,
                  inst->DstReg,
                  inst->SaturateMode,
                  unit,
                  inst->TexSrcTarget,
                  inst->TexShadow,
                  coord,
                  src_undef(),
                  src_undef());
   }

   /* For GL_EXT_texture_swizzle: */
   if (c->key.tex_swizzles[unit] != SWIZZLE_NOOP) {
      /* swizzle the result of the TEX instruction */
      struct prog_src_register tmpsrc = src_reg_from_dst(inst->DstReg);
      emit_op(c, OPCODE_SWZ,
              inst->DstReg,
              SATURATE_OFF, /* saturate already done above */
              src_swizzle4(tmpsrc, c->key.tex_swizzles[unit]),
              src_undef(),
              src_undef());
   }

   if ((inst->TexSrcTarget == TEXTURE_RECT_INDEX) ||
       (inst->TexSrcTarget == TEXTURE_CUBE_INDEX))
      release_temp(c, tmpcoord);
}