Exemple #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);
}
Exemple #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);
}
Exemple #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);
}
Exemple #4
0
int main(int argc, char **argv)
{
    if(argc < 2)
    {
        fprintf(stderr, "Must pass shader source name as argument\n");
        exit(1);
    }
    const char *text = load_text_file(argv[1]);
    if(!text)
    {
        fprintf(stderr, "Unable to open %s\n", argv[1]);
        exit(1);
    }
    struct tgsi_token tokens[1024];
    if(tgsi_text_translate(text, tokens, Elements(tokens)))
    {
        tgsi_dump(tokens, 0); 

        union {
            struct tgsi_header h;
            struct tgsi_token t;
        } hdr;

        hdr.t = tokens[0];
        printf("Header size: %i\n", hdr.h.HeaderSize);
        printf("Body size: %i\n", hdr.h.BodySize);
        int totalSize = hdr.h.HeaderSize + hdr.h.BodySize;

        for(int i=0; i<totalSize; ++i)
        {
            printf("%08x ", *((uint32_t*)&tokens[i]));
        }
        printf("\n");

        /* Parsing test */
        struct tgsi_parse_context ctx = {};
        unsigned status = TGSI_PARSE_OK;
        status = tgsi_parse_init(&ctx, tokens);
        assert(status == TGSI_PARSE_OK);

        while(!tgsi_parse_end_of_tokens(&ctx))
        {
            tgsi_parse_token(&ctx);
            /* declaration / immediate / instruction / property */
            printf("Parsed token! %i\n", ctx.FullToken.Token.Type);
        }

        tgsi_parse_free(&ctx);
    } else {
        fprintf(stderr, "Unable to parse %s\n", argv[1]);
    }

    return 0;
}
Exemple #5
0
static const struct tgsi_token *substitute_vs( 
   unsigned shader_id,
   const struct tgsi_token *old_tokens )
{
#if 0
   if (shader_id == 12) {
   static struct tgsi_token tokens[300];

   const char *text = 
      "VERT1.1\n"
      "DCL IN[0]\n"
      "DCL IN[1]\n"
      "DCL IN[2]\n"
      "DCL OUT[0], POSITION\n"
      "DCL TEMP[0..4]\n"
      "IMM FLT32 {     1.0000,     1.0000,     1.0000,     1.0000 }\n"
      "IMM FLT32 {     0.45,     1.0000,     1.0000,     1.0000 }\n"
      "IMM FLT32 { 1.297863, 0.039245, 0.035993, 0.035976}\n"
      "IMM FLT32 { -0.019398, 1.696131, -0.202151, -0.202050  }\n"
      "IMM FLT32 { 0.051711, -0.348713, -0.979204, -0.978714  }\n"
      "IMM FLT32 { 0.000000, 0.000003, 139.491577, 141.421356 }\n"
      "DCL CONST[0..7]\n"
      "DCL CONST[9..16]\n"
      "  MOV TEMP[2], IMM[0]\n"

      "  MOV TEMP[2].xyz, IN[2]\n"
      "  MOV TEMP[2].xyz, IN[0]\n"
      "  MOV TEMP[2].xyz, IN[1]\n"

      "  MUL TEMP[1], IMM[3], TEMP[2].yyyy\n"
      "  MAD TEMP[3], IMM[2],  TEMP[2].xxxx, TEMP[1]\n"
      "  MAD TEMP[1], IMM[4], TEMP[2].zzzz, TEMP[3]\n"
      "  MAD TEMP[4], IMM[5], TEMP[2].wwww, TEMP[1]\n"

      "  MOV OUT[0], TEMP[4]\n"
      "  END\n";

   if (!tgsi_text_translate( text,
                             tokens,
                             Elements(tokens) ))
   {
      assert(0);
      return NULL;
   }

   return tokens;
   }
#endif

   return old_tokens;
}
static INLINE struct tgsi_token *tokens_from_assembly(const char *txt, int num_tokens)
{
   struct tgsi_token *tokens;

   tokens = (struct tgsi_token *) MALLOC(num_tokens * sizeof(tokens[0]));

   tgsi_text_translate(txt, tokens, num_tokens);

#if DEBUG_SHADERS
   tgsi_dump(tokens, 0);
#endif

   return tokens;
}
Exemple #7
0
static void * assemble_tgsi(struct pipe_context *pctx,
		const char *src, bool frag)
{
	struct tgsi_token toks[32];
	struct pipe_shader_state cso = {
			.tokens = toks,
	};

	tgsi_text_translate(src, toks, ARRAY_SIZE(toks));

	if (frag)
		return pctx->create_fs_state(pctx, &cso);
	else
		return pctx->create_vs_state(pctx, &cso);
}
Exemple #8
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);
}
/**
*	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[PP_MAX_TOKENS];

   if (tgsi_text_translate(text, tokens, Elements(tokens)) == FALSE) {
      pp_debug("Failed to translate %s\n", name);
      return NULL;
   }

   state.tokens = tokens;
   memset(&state.stream_output, 0, sizeof(state.stream_output));

   if (isvs)
      return pipe->create_vs_state(pipe, &state);
   else
      return pipe->create_fs_state(pipe, &state);
}
Exemple #10
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);
}
Exemple #11
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);
}
static void *
util_make_fs_blit_msaa_gen(struct pipe_context *pipe,
                           unsigned tgsi_tex,
                           const char *output_semantic,
                           const char *output_mask)
{
   static const char shader_templ[] =
         "FRAG\n"
         "DCL IN[0], GENERIC[0], LINEAR\n"
         "DCL SAMP[0]\n"
         "DCL OUT[0], %s\n"
         "DCL TEMP[0]\n"

         "F2U TEMP[0], IN[0]\n"
         "TXF OUT[0]%s, TEMP[0], SAMP[0], %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 = {tokens};

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

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

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

   return pipe->create_fs_state(pipe, &state);
}
Exemple #13
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;
   }

   state.tokens = tokens;
   memset(&state.stream_output, 0, sizeof(state.stream_output));

   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;
}
Exemple #14
0
/* Create the compute shader that is used to collect the results.
 *
 * One compute grid with a single thread is launched for every query result
 * buffer. The thread (optionally) reads a previous summary buffer, then
 * accumulates data from the query result buffer, and writes the result either
 * to a summary buffer to be consumed by the next grid invocation or to the
 * user-supplied buffer.
 *
 * Data layout:
 *
 * CONST
 *  0.x = end_offset
 *  0.y = result_stride
 *  0.z = result_count
 *  0.w = bit field:
 *          1: read previously accumulated values
 *          2: write accumulated values for chaining
 *          4: write result available
 *          8: convert result to boolean (0/1)
 *         16: only read one dword and use that as result
 *         32: apply timestamp conversion
 *         64: store full 64 bits result
 *        128: store signed 32 bits result
 *        256: SO_OVERFLOW mode: take the difference of two successive half-pairs
 *  1.x = fence_offset
 *  1.y = pair_stride
 *  1.z = pair_count
 *
 * BUFFER[0] = query result buffer
 * BUFFER[1] = previous summary buffer
 * BUFFER[2] = next summary buffer or user-supplied buffer
 */
void *si_create_query_result_cs(struct si_context *sctx)
{
	/* TEMP[0].xy = accumulated result so far
	 * TEMP[0].z = result not available
	 *
	 * TEMP[1].x = current result index
	 * TEMP[1].y = current pair index
	 */
	static const char text_tmpl[] =
		"COMP\n"
		"PROPERTY CS_FIXED_BLOCK_WIDTH 1\n"
		"PROPERTY CS_FIXED_BLOCK_HEIGHT 1\n"
		"PROPERTY CS_FIXED_BLOCK_DEPTH 1\n"
		"DCL BUFFER[0]\n"
		"DCL BUFFER[1]\n"
		"DCL BUFFER[2]\n"
		"DCL CONST[0][0..1]\n"
		"DCL TEMP[0..5]\n"
		"IMM[0] UINT32 {0, 31, 2147483647, 4294967295}\n"
		"IMM[1] UINT32 {1, 2, 4, 8}\n"
		"IMM[2] UINT32 {16, 32, 64, 128}\n"
		"IMM[3] UINT32 {1000000, 0, %u, 0}\n" /* for timestamp conversion */
		"IMM[4] UINT32 {256, 0, 0, 0}\n"

		"AND TEMP[5], CONST[0][0].wwww, IMM[2].xxxx\n"
		"UIF TEMP[5]\n"
			/* Check result availability. */
			"LOAD TEMP[1].x, BUFFER[0], CONST[0][1].xxxx\n"
			"ISHR TEMP[0].z, TEMP[1].xxxx, IMM[0].yyyy\n"
			"MOV TEMP[1], TEMP[0].zzzz\n"
			"NOT TEMP[0].z, TEMP[0].zzzz\n"

			/* Load result if available. */
			"UIF TEMP[1]\n"
				"LOAD TEMP[0].xy, BUFFER[0], IMM[0].xxxx\n"
			"ENDIF\n"
		"ELSE\n"
			/* Load previously accumulated result if requested. */
			"MOV TEMP[0], IMM[0].xxxx\n"
			"AND TEMP[4], CONST[0][0].wwww, IMM[1].xxxx\n"
			"UIF TEMP[4]\n"
				"LOAD TEMP[0].xyz, BUFFER[1], IMM[0].xxxx\n"
			"ENDIF\n"

			"MOV TEMP[1].x, IMM[0].xxxx\n"
			"BGNLOOP\n"
				/* Break if accumulated result so far is not available. */
				"UIF TEMP[0].zzzz\n"
					"BRK\n"
				"ENDIF\n"

				/* Break if result_index >= result_count. */
				"USGE TEMP[5], TEMP[1].xxxx, CONST[0][0].zzzz\n"
				"UIF TEMP[5]\n"
					"BRK\n"
				"ENDIF\n"

				/* Load fence and check result availability */
				"UMAD TEMP[5].x, TEMP[1].xxxx, CONST[0][0].yyyy, CONST[0][1].xxxx\n"
				"LOAD TEMP[5].x, BUFFER[0], TEMP[5].xxxx\n"
				"ISHR TEMP[0].z, TEMP[5].xxxx, IMM[0].yyyy\n"
				"NOT TEMP[0].z, TEMP[0].zzzz\n"
				"UIF TEMP[0].zzzz\n"
					"BRK\n"
				"ENDIF\n"

				"MOV TEMP[1].y, IMM[0].xxxx\n"
				"BGNLOOP\n"
					/* Load start and end. */
					"UMUL TEMP[5].x, TEMP[1].xxxx, CONST[0][0].yyyy\n"
					"UMAD TEMP[5].x, TEMP[1].yyyy, CONST[0][1].yyyy, TEMP[5].xxxx\n"
					"LOAD TEMP[2].xy, BUFFER[0], TEMP[5].xxxx\n"

					"UADD TEMP[5].y, TEMP[5].xxxx, CONST[0][0].xxxx\n"
					"LOAD TEMP[3].xy, BUFFER[0], TEMP[5].yyyy\n"

					"U64ADD TEMP[4].xy, TEMP[3], -TEMP[2]\n"

					"AND TEMP[5].z, CONST[0][0].wwww, IMM[4].xxxx\n"
					"UIF TEMP[5].zzzz\n"
						/* Load second start/end half-pair and
						 * take the difference
						 */
						"UADD TEMP[5].xy, TEMP[5], IMM[1].wwww\n"
						"LOAD TEMP[2].xy, BUFFER[0], TEMP[5].xxxx\n"
						"LOAD TEMP[3].xy, BUFFER[0], TEMP[5].yyyy\n"

						"U64ADD TEMP[3].xy, TEMP[3], -TEMP[2]\n"
						"U64ADD TEMP[4].xy, TEMP[4], -TEMP[3]\n"
					"ENDIF\n"

					"U64ADD TEMP[0].xy, TEMP[0], TEMP[4]\n"

					/* Increment pair index */
					"UADD TEMP[1].y, TEMP[1].yyyy, IMM[1].xxxx\n"
					"USGE TEMP[5], TEMP[1].yyyy, CONST[0][1].zzzz\n"
					"UIF TEMP[5]\n"
						"BRK\n"
					"ENDIF\n"
				"ENDLOOP\n"

				/* Increment result index */
				"UADD TEMP[1].x, TEMP[1].xxxx, IMM[1].xxxx\n"
			"ENDLOOP\n"
		"ENDIF\n"

		"AND TEMP[4], CONST[0][0].wwww, IMM[1].yyyy\n"
		"UIF TEMP[4]\n"
			/* Store accumulated data for chaining. */
			"STORE BUFFER[2].xyz, IMM[0].xxxx, TEMP[0]\n"
		"ELSE\n"
			"AND TEMP[4], CONST[0][0].wwww, IMM[1].zzzz\n"
			"UIF TEMP[4]\n"
				/* Store result availability. */
				"NOT TEMP[0].z, TEMP[0]\n"
				"AND TEMP[0].z, TEMP[0].zzzz, IMM[1].xxxx\n"
				"STORE BUFFER[2].x, IMM[0].xxxx, TEMP[0].zzzz\n"

				"AND TEMP[4], CONST[0][0].wwww, IMM[2].zzzz\n"
				"UIF TEMP[4]\n"
					"STORE BUFFER[2].y, IMM[0].xxxx, IMM[0].xxxx\n"
				"ENDIF\n"
			"ELSE\n"
				/* Store result if it is available. */
				"NOT TEMP[4], TEMP[0].zzzz\n"
				"UIF TEMP[4]\n"
					/* Apply timestamp conversion */
					"AND TEMP[4], CONST[0][0].wwww, IMM[2].yyyy\n"
					"UIF TEMP[4]\n"
						"U64MUL TEMP[0].xy, TEMP[0], IMM[3].xyxy\n"
						"U64DIV TEMP[0].xy, TEMP[0], IMM[3].zwzw\n"
					"ENDIF\n"

					/* Convert to boolean */
					"AND TEMP[4], CONST[0][0].wwww, IMM[1].wwww\n"
					"UIF TEMP[4]\n"
						"U64SNE TEMP[0].x, TEMP[0].xyxy, IMM[4].zwzw\n"
						"AND TEMP[0].x, TEMP[0].xxxx, IMM[1].xxxx\n"
						"MOV TEMP[0].y, IMM[0].xxxx\n"
					"ENDIF\n"

					"AND TEMP[4], CONST[0][0].wwww, IMM[2].zzzz\n"
					"UIF TEMP[4]\n"
						"STORE BUFFER[2].xy, IMM[0].xxxx, TEMP[0].xyxy\n"
					"ELSE\n"
						/* Clamping */
						"UIF TEMP[0].yyyy\n"
							"MOV TEMP[0].x, IMM[0].wwww\n"
						"ENDIF\n"

						"AND TEMP[4], CONST[0][0].wwww, IMM[2].wwww\n"
						"UIF TEMP[4]\n"
							"UMIN TEMP[0].x, TEMP[0].xxxx, IMM[0].zzzz\n"
						"ENDIF\n"

						"STORE BUFFER[2].x, IMM[0].xxxx, TEMP[0].xxxx\n"
					"ENDIF\n"
				"ENDIF\n"
			"ENDIF\n"
		"ENDIF\n"

		"END\n";

	char text[sizeof(text_tmpl) + 32];
	struct tgsi_token tokens[1024];
	struct pipe_compute_state state = {};

	/* Hard code the frequency into the shader so that the backend can
	 * use the full range of optimizations for divide-by-constant.
	 */
	snprintf(text, sizeof(text), text_tmpl,
		 sctx->screen->info.clock_crystal_freq);

	if (!tgsi_text_translate(text, tokens, ARRAY_SIZE(tokens))) {
		assert(false);
		return NULL;
	}

	state.ir_type = PIPE_SHADER_IR_TGSI;
	state.prog = tokens;

	return sctx->b.create_compute_state(&sctx->b, &state);
}
Exemple #15
0
int
main(int argc, char *argv[])
{
   struct tgsi_token tokens[4096];
   int i, chipset = 0, type = -1;
   const char *filename = NULL;
   FILE *f;
   char text[65536] = {0};
   unsigned size, *code;

   for (i = 1; i < argc; i++) {
      if (!strcmp(argv[i], "-a"))
         chipset = strtol(argv[++i], NULL, 16);
      else
         filename = argv[i];
   }

   if (!chipset) {
      _debug_printf("Must specify a chipset (-a)\n");
      return 1;
   }

   if (!filename) {
      _debug_printf("Must specify a filename\n");
      return 1;
   }

   if (!strcmp(filename, "-"))
      f = stdin;
   else
      f = fopen(filename, "r");

   if (f == NULL) {
      _debug_printf("Error opening file '%s': %s\n", filename, strerror(errno));
      return 1;
   }

   if (!fread(text, 1, sizeof(text), f) || ferror(f)) {
      _debug_printf("Error reading file '%s'\n", filename);
      fclose(f);
      return 1;
   }
   fclose(f);

   _debug_printf("Compiling for NV%X\n", chipset);

   if (!strncmp(text, "FRAG", 4))
      type = PIPE_SHADER_FRAGMENT;
   else if (!strncmp(text, "VERT", 4))
      type = PIPE_SHADER_VERTEX;
   else if (!strncmp(text, "GEOM", 4))
      type = PIPE_SHADER_GEOMETRY;
   else if (!strncmp(text, "COMP", 4))
      type = PIPE_SHADER_COMPUTE;
   else {
      _debug_printf("Unrecognized TGSI header\n");
      return 1;
   }

   if (!tgsi_text_translate(text, tokens, Elements(tokens))) {
      _debug_printf("Failed to parse TGSI shader\n");
      return 1;
   }

   if (chipset >= 0x50) {
      i = nouveau_codegen(chipset, type, tokens, &size, &code);
   } else if (chipset >= 0x30) {
      i = nv30_codegen(chipset, type, tokens, &size, &code);
   } else {
      _debug_printf("chipset NV%02X not supported\n", chipset);
      i = 1;
   }
   if (i)
      return i;

   _debug_printf("program binary (%d bytes)\n", size);
   for (i = 0; i < size; i += 4) {
      printf("%08x ", code[i / 4]);
      if (i % (8 * 4) == (7 * 4))
         printf("\n");
   }
   if (i % (8 * 4) != 0)
      printf("\n");

   return 0;
}
Exemple #16
0
int main(int argc, char **argv)
{
	int ret = 0, n = 1;
	const char *filename;
	struct tgsi_token toks[65536];
	struct tgsi_parse_context parse;
	struct ir3_compiler *compiler;
	struct ir3_shader_variant v;
	struct ir3_shader_key key = {};
	const char *info;
	void *ptr;
	size_t size;

	fd_mesa_debug |= FD_DBG_DISASM;

	/* cmdline args which impact shader variant get spit out in a
	 * comment on the first line..  a quick/dirty way to preserve
	 * that info so when ir3test recompiles the shader with a new
	 * compiler version, we use the same shader-key settings:
	 */
	debug_printf("; options:");

	while (n < argc) {
		if (!strcmp(argv[n], "--verbose")) {
			fd_mesa_debug |= FD_DBG_MSGS | FD_DBG_OPTMSGS;
			n++;
			continue;
		}

		if (!strcmp(argv[n], "--binning-pass")) {
			debug_printf(" %s", argv[n]);
			key.binning_pass = true;
			n++;
			continue;
		}

		if (!strcmp(argv[n], "--color-two-side")) {
			debug_printf(" %s", argv[n]);
			key.color_two_side = true;
			n++;
			continue;
		}

		if (!strcmp(argv[n], "--half-precision")) {
			debug_printf(" %s", argv[n]);
			key.half_precision = true;
			n++;
			continue;
		}

		if (!strcmp(argv[n], "--saturate-s")) {
			debug_printf(" %s %s", argv[n], argv[n+1]);
			key.vsaturate_s = key.fsaturate_s = strtol(argv[n+1], NULL, 0);
			n += 2;
			continue;
		}

		if (!strcmp(argv[n], "--saturate-t")) {
			debug_printf(" %s %s", argv[n], argv[n+1]);
			key.vsaturate_t = key.fsaturate_t = strtol(argv[n+1], NULL, 0);
			n += 2;
			continue;
		}

		if (!strcmp(argv[n], "--saturate-r")) {
			debug_printf(" %s %s", argv[n], argv[n+1]);
			key.vsaturate_r = key.fsaturate_r = strtol(argv[n+1], NULL, 0);
			n += 2;
			continue;
		}

		if (!strcmp(argv[n], "--help")) {
			print_usage();
			return 0;
		}

		break;
	}
	debug_printf("\n");

	filename = argv[n];

	memset(&v, 0, sizeof(v));
	v.key = key;

	ret = read_file(filename, &ptr, &size);
	if (ret) {
		print_usage();
		return ret;
	}

	if (fd_mesa_debug & FD_DBG_OPTMSGS)
		debug_printf("%s\n", (char *)ptr);

	if (!tgsi_text_translate(ptr, toks, Elements(toks)))
		errx(1, "could not parse `%s'", filename);

	tgsi_parse_init(&parse, toks);
	switch (parse.FullHeader.Processor.Processor) {
	case TGSI_PROCESSOR_FRAGMENT:
		v.type = SHADER_FRAGMENT;
		break;
	case TGSI_PROCESSOR_VERTEX:
		v.type = SHADER_VERTEX;
		break;
	case TGSI_PROCESSOR_COMPUTE:
		v.type = SHADER_COMPUTE;
		break;
	}

	/* TODO cmdline option to target different gpus: */
	compiler = ir3_compiler_create(320);

	info = "NIR compiler";
	ret = ir3_compile_shader_nir(compiler, &v, toks, key);
	if (ret) {
		fprintf(stderr, "compiler failed!\n");
		return ret;
	}
	dump_info(&v, info);
}
Exemple #17
0
int main(int argc, char **argv)
{
	int ret = 0, n = 1;
	char *filenames[2];
	int num_files = 0;
	unsigned stage = 0;
	struct ir3_shader_variant v;
	struct ir3_shader s;
	struct ir3_shader_key key = {};
	/* TODO cmdline option to target different gpus: */
	unsigned gpu_id = 320;
	const char *info;
	void *ptr;
	size_t size;

	memset(&s, 0, sizeof(s));
	memset(&v, 0, sizeof(v));

	/* cmdline args which impact shader variant get spit out in a
	 * comment on the first line..  a quick/dirty way to preserve
	 * that info so when ir3test recompiles the shader with a new
	 * compiler version, we use the same shader-key settings:
	 */
	debug_printf("; options:");

	while (n < argc) {
		if (!strcmp(argv[n], "--verbose")) {
			fd_mesa_debug |= FD_DBG_MSGS | FD_DBG_OPTMSGS | FD_DBG_DISASM;
			n++;
			continue;
		}

		if (!strcmp(argv[n], "--binning-pass")) {
			debug_printf(" %s", argv[n]);
			key.binning_pass = true;
			n++;
			continue;
		}

		if (!strcmp(argv[n], "--color-two-side")) {
			debug_printf(" %s", argv[n]);
			key.color_two_side = true;
			n++;
			continue;
		}

		if (!strcmp(argv[n], "--half-precision")) {
			debug_printf(" %s", argv[n]);
			key.half_precision = true;
			n++;
			continue;
		}

		if (!strcmp(argv[n], "--saturate-s")) {
			debug_printf(" %s %s", argv[n], argv[n+1]);
			key.vsaturate_s = key.fsaturate_s = strtol(argv[n+1], NULL, 0);
			n += 2;
			continue;
		}

		if (!strcmp(argv[n], "--saturate-t")) {
			debug_printf(" %s %s", argv[n], argv[n+1]);
			key.vsaturate_t = key.fsaturate_t = strtol(argv[n+1], NULL, 0);
			n += 2;
			continue;
		}

		if (!strcmp(argv[n], "--saturate-r")) {
			debug_printf(" %s %s", argv[n], argv[n+1]);
			key.vsaturate_r = key.fsaturate_r = strtol(argv[n+1], NULL, 0);
			n += 2;
			continue;
		}

		if (!strcmp(argv[n], "--astc-srgb")) {
			debug_printf(" %s %s", argv[n], argv[n+1]);
			key.vastc_srgb = key.fastc_srgb = strtol(argv[n+1], NULL, 0);
			n += 2;
			continue;
		}

		if (!strcmp(argv[n], "--stream-out")) {
			struct pipe_stream_output_info *so = &s.stream_output;
			debug_printf(" %s", argv[n]);
			/* TODO more dynamic config based on number of outputs, etc
			 * rather than just hard-code for first output:
			 */
			so->num_outputs = 1;
			so->stride[0] = 4;
			so->output[0].register_index = 0;
			so->output[0].start_component = 0;
			so->output[0].num_components = 4;
			so->output[0].output_buffer = 0;
			so->output[0].dst_offset = 2;
			so->output[0].stream = 0;
			n++;
			continue;
		}

		if (!strcmp(argv[n], "--ucp")) {
			debug_printf(" %s %s", argv[n], argv[n+1]);
			key.ucp_enables = strtol(argv[n+1], NULL, 0);
			n += 2;
			continue;
		}

		if (!strcmp(argv[n], "--gpu")) {
			debug_printf(" %s %s", argv[n], argv[n+1]);
			gpu_id = strtol(argv[n+1], NULL, 0);
			n += 2;
			continue;
		}

		if (!strcmp(argv[n], "--help")) {
			print_usage();
			return 0;
		}

		break;
	}
	debug_printf("\n");

	while (n < argc) {
		char *filename = argv[n];
		char *ext = rindex(filename, '.');

		if (strcmp(ext, ".tgsi") == 0) {
			if (num_files != 0)
				errx(1, "in TGSI mode, only a single file may be specified");
			s.from_tgsi = true;
		} else if (strcmp(ext, ".frag") == 0) {
			if (s.from_tgsi)
				errx(1, "cannot mix GLSL and TGSI");
			if (num_files >= ARRAY_SIZE(filenames))
				errx(1, "too many GLSL files");
			stage = MESA_SHADER_FRAGMENT;
		} else if (strcmp(ext, ".vert") == 0) {
			if (s.from_tgsi)
				errx(1, "cannot mix GLSL and TGSI");
			if (num_files >= ARRAY_SIZE(filenames))
				errx(1, "too many GLSL files");
			stage = MESA_SHADER_VERTEX;
		} else {
			print_usage();
			return -1;
		}

		filenames[num_files++] = filename;

		n++;
	}

	nir_shader *nir;

	if (s.from_tgsi) {
		struct tgsi_token toks[65536];

		ret = read_file(filenames[0], &ptr, &size);
		if (ret) {
			print_usage();
			return ret;
		}

		if (fd_mesa_debug & FD_DBG_OPTMSGS)
			debug_printf("%s\n", (char *)ptr);

		if (!tgsi_text_translate(ptr, toks, ARRAY_SIZE(toks)))
			errx(1, "could not parse `%s'", filenames[0]);

		if (fd_mesa_debug & FD_DBG_OPTMSGS)
			tgsi_dump(toks, 0);

		nir = ir3_tgsi_to_nir(toks);
	} else if (num_files > 0) {
		nir = load_glsl(num_files, filenames, stage);
	} else {
		print_usage();
		return -1;
	}

	s.compiler = ir3_compiler_create(NULL, gpu_id);
	s.nir = ir3_optimize_nir(&s, nir, NULL);

	v.key = key;
	v.shader = &s;

	switch (nir->stage) {
	case MESA_SHADER_FRAGMENT:
		s.type = v.type = SHADER_FRAGMENT;
		break;
	case MESA_SHADER_VERTEX:
		s.type = v.type = SHADER_VERTEX;
		break;
	case MESA_SHADER_COMPUTE:
		s.type = v.type = SHADER_COMPUTE;
		break;
	default:
		errx(1, "unhandled shader stage: %d", nir->stage);
	}

	info = "NIR compiler";
	ret = ir3_compile_shader_nir(s.compiler, &v);
	if (ret) {
		fprintf(stderr, "compiler failed!\n");
		return ret;
	}
	dump_info(&v, info);
}
Exemple #18
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);
}