Esempio n. 1
0
static void build_fog( struct tnl_program *p )
{
   struct ureg fog = register_output(p, VERT_RESULT_FOGC);
   struct ureg input;
   GLuint useabs = p->state->fog_source_is_depth && p->state->fog_option &&
		   (p->state->fog_option != FOG_EXP2);

   if (p->state->fog_source_is_depth) {
      input = swizzle1(get_eye_position(p), Z);
   }
   else {
      input = swizzle1(register_input(p, VERT_ATTRIB_FOG), X);
   }

   if (p->state->fog_option &&
       p->state->tnl_do_vertex_fog) {
      struct ureg params = register_param2(p, STATE_INTERNAL,
					   STATE_FOG_PARAMS_OPTIMIZED);
      struct ureg tmp = get_temp(p);
      struct ureg id = get_identity_param(p);

      emit_op1(p, OPCODE_MOV, fog, 0, id);

      if (useabs) {
	 emit_op1(p, OPCODE_ABS, tmp, 0, input);
      }

      switch (p->state->fog_option) {
      case FOG_LINEAR: {
	 emit_op3(p, OPCODE_MAD, tmp, 0, useabs ? tmp : input,
			swizzle1(params,X), swizzle1(params,Y));
	 emit_op2(p, OPCODE_MAX, tmp, 0, tmp, swizzle1(id,X)); /* saturate */
	 emit_op2(p, OPCODE_MIN, fog, WRITEMASK_X, tmp, swizzle1(id,W));
	 break;
      }
      case FOG_EXP:
	 emit_op2(p, OPCODE_MUL, tmp, 0, useabs ? tmp : input,
			swizzle1(params,Z));
	 emit_op1(p, OPCODE_EX2, fog, WRITEMASK_X, ureg_negate(tmp));
	 break;
      case FOG_EXP2:
	 emit_op2(p, OPCODE_MUL, tmp, 0, input, swizzle1(params,W));
	 emit_op2(p, OPCODE_MUL, tmp, 0, tmp, tmp);
	 emit_op1(p, OPCODE_EX2, fog, WRITEMASK_X, ureg_negate(tmp));
	 break;
      }

      release_temp(p, tmp);
   }
   else {
      /* results = incoming fog coords (compute fog per-fragment later) 
       *
       * KW:  Is it really necessary to do anything in this case?
       */
      emit_op1(p, useabs ? OPCODE_ABS : OPCODE_MOV, fog, 0, input);
   }
}
Esempio n. 2
0
/**
 * Create a TGSI ureg_src register from a Mesa src register.
 */
static struct ureg_src
translate_src( struct st_translate *t,
               const struct prog_src_register *SrcReg )
{
   struct ureg_src src = src_register( t, SrcReg->File, SrcReg->Index );

   src = ureg_swizzle( src,
                       GET_SWZ( SrcReg->Swizzle, 0 ) & 0x3,
                       GET_SWZ( SrcReg->Swizzle, 1 ) & 0x3,
                       GET_SWZ( SrcReg->Swizzle, 2 ) & 0x3,
                       GET_SWZ( SrcReg->Swizzle, 3 ) & 0x3);

   if (SrcReg->Negate == NEGATE_XYZW)
      src = ureg_negate(src);

   if (SrcReg->RelAddr) {
      src = ureg_src_indirect( src, ureg_src(t->address[0]));
      if (SrcReg->File != PROGRAM_INPUT &&
          SrcReg->File != PROGRAM_OUTPUT) {
         /* If SrcReg->Index was negative, it was set to zero in
          * src_register().  Reassign it now.  But don't do this
          * for input/output regs since they get remapped while
          * const buffers don't.
          */
         src.Index = SrcReg->Index;
      }
   }

   return src;
}
Esempio n. 3
0
/**
 * Negate the value of DDY to match GL semantics where (0,0) is the
 * lower-left corner of the window.
 * Note that the GL_ARB_fragment_coord_conventions extension will
 * effect this someday.
 */
static void emit_ddy( struct st_translate *t,
                      struct ureg_dst dst,
                      const struct prog_src_register *SrcReg )
{
   struct ureg_program *ureg = t->ureg;
   struct ureg_src src = translate_src( t, SrcReg );
   src = ureg_negate( src );
   ureg_DDY( ureg, dst, src );
}
Esempio n. 4
0
static struct ureg calculate_light_attenuation( struct tnl_program *p,
						GLuint i, 
						struct ureg VPpli,
						struct ureg dist )
{
   struct ureg attenuation = register_param3(p, STATE_LIGHT, i,
					     STATE_ATTENUATION);
   struct ureg att = get_temp(p);

   /* Calculate spot attenuation:
    */
   if (!p->state->unit[i].light_spotcutoff_is_180) {
      struct ureg spot_dir_norm = register_param3(p, STATE_INTERNAL,
						  STATE_SPOT_DIR_NORMALIZED, i);
      struct ureg spot = get_temp(p);
      struct ureg slt = get_temp(p);

      emit_op2(p, OPCODE_DP3, spot, 0, ureg_negate(VPpli), spot_dir_norm);
      emit_op2(p, OPCODE_SLT, slt, 0, swizzle1(spot_dir_norm,W), spot);
      emit_op2(p, OPCODE_POW, spot, 0, spot, swizzle1(attenuation, W));
      emit_op2(p, OPCODE_MUL, att, 0, slt, spot);

      release_temp(p, spot);
      release_temp(p, slt);
   }

   /* Calculate distance attenuation:
    */
   if (p->state->unit[i].light_attenuated) {

      /* 1/d,d,d,1/d */
      emit_op1(p, OPCODE_RCP, dist, WRITEMASK_YZ, dist); 
      /* 1,d,d*d,1/d */
      emit_op2(p, OPCODE_MUL, dist, WRITEMASK_XZ, dist, swizzle1(dist,Y)); 
      /* 1/dist-atten */
      emit_op2(p, OPCODE_DP3, dist, 0, attenuation, dist); 

      if (!p->state->unit[i].light_spotcutoff_is_180) {
	 /* dist-atten */
	 emit_op1(p, OPCODE_RCP, dist, 0, dist); 
	 /* spot-atten * dist-atten */
	 emit_op2(p, OPCODE_MUL, att, 0, dist, att);	
      } else {
	 /* dist-atten */
	 emit_op1(p, OPCODE_RCP, att, 0, dist); 
      }
   }

   return att;
}
Esempio n. 5
0
static void build_reflect_texgen( struct tnl_program *p,
				  struct ureg dest,
				  GLuint writemask )
{
   struct ureg normal = get_eye_normal(p);
   struct ureg eye_hat = get_eye_position_normalized(p);
   struct ureg tmp = get_temp(p);

   /* n.u */
   emit_op2(p, OPCODE_DP3, tmp, 0, normal, eye_hat); 
   /* 2n.u */
   emit_op2(p, OPCODE_ADD, tmp, 0, tmp, tmp); 
   /* (-2n.u)n + u */
   emit_op3(p, OPCODE_MAD, dest, writemask, ureg_negate(tmp), normal, eye_hat);

   release_temp(p, tmp);
}
Esempio n. 6
0
static void build_sphere_texgen( struct tnl_program *p,
				 struct ureg dest,
				 GLuint writemask )
{
   struct ureg normal = get_eye_normal(p);
   struct ureg eye_hat = get_eye_position_normalized(p);
   struct ureg tmp = get_temp(p);
   struct ureg half = register_scalar_const(p, .5);
   struct ureg r = get_temp(p);
   struct ureg inv_m = get_temp(p);
   struct ureg id = get_identity_param(p);

   /* Could share the above calculations, but it would be
    * a fairly odd state for someone to set (both sphere and
    * reflection active for different texture coordinate
    * components.  Of course - if two texture units enable
    * reflect and/or sphere, things start to tilt in favour
    * of seperating this out:
    */

   /* n.u */
   emit_op2(p, OPCODE_DP3, tmp, 0, normal, eye_hat); 
   /* 2n.u */
   emit_op2(p, OPCODE_ADD, tmp, 0, tmp, tmp); 
   /* (-2n.u)n + u */
   emit_op3(p, OPCODE_MAD, r, 0, ureg_negate(tmp), normal, eye_hat); 
   /* r + 0,0,1 */
   emit_op2(p, OPCODE_ADD, tmp, 0, r, swizzle(id,X,Y,W,Z)); 
   /* rx^2 + ry^2 + (rz+1)^2 */
   emit_op2(p, OPCODE_DP3, tmp, 0, tmp, tmp); 
   /* 2/m */
   emit_op1(p, OPCODE_RSQ, tmp, 0, tmp); 
   /* 1/m */
   emit_op2(p, OPCODE_MUL, inv_m, 0, tmp, half); 
   /* r/m + 1/2 */
   emit_op3(p, OPCODE_MAD, dest, writemask, r, inv_m, half); 
	       
   release_temp(p, tmp);
   release_temp(p, r);
   release_temp(p, inv_m);
}
Esempio n. 7
0
static void *
create_deint_frag_shader(struct vl_deint_filter *filter, unsigned field,
                         struct vertex2f *sizes, bool spatial_filter)
{
   struct ureg_program *shader;
   struct ureg_src i_vtex;
   struct ureg_src sampler_cur;
   struct ureg_src sampler_prevprev;
   struct ureg_src sampler_prev;
   struct ureg_src sampler_next;
   struct ureg_dst o_fragment;
   struct ureg_dst t_tex;
   struct ureg_dst t_comp_top, t_comp_bot;
   struct ureg_dst t_diff;
   struct ureg_dst t_a, t_b;
   struct ureg_dst t_weave, t_linear;

   shader = ureg_create(PIPE_SHADER_FRAGMENT);
   if (!shader) {
      return NULL;
   }

   t_tex = ureg_DECL_temporary(shader);
   t_comp_top = ureg_DECL_temporary(shader);
   t_comp_bot = ureg_DECL_temporary(shader);
   t_diff = ureg_DECL_temporary(shader);
   t_a = ureg_DECL_temporary(shader);
   t_b = ureg_DECL_temporary(shader);
   t_weave = ureg_DECL_temporary(shader);
   t_linear = ureg_DECL_temporary(shader);

   i_vtex = ureg_DECL_fs_input(shader, TGSI_SEMANTIC_GENERIC, VS_O_VTEX, TGSI_INTERPOLATE_LINEAR);
   sampler_prevprev = ureg_DECL_sampler(shader, 0);
   sampler_prev = ureg_DECL_sampler(shader, 1);
   sampler_cur = ureg_DECL_sampler(shader, 2);
   sampler_next = ureg_DECL_sampler(shader, 3);
   o_fragment = ureg_DECL_output(shader, TGSI_SEMANTIC_COLOR, 0);

   // we don't care about ZW interpolation (allows better optimization)
   ureg_MOV(shader, t_tex, i_vtex);
   ureg_MOV(shader, ureg_writemask(t_tex, TGSI_WRITEMASK_ZW),
            ureg_imm1f(shader, 0));

   // sample between texels for cheap lowpass
   ureg_ADD(shader, t_comp_top, ureg_src(t_tex),
            ureg_imm4f(shader, sizes->x * 0.5f, sizes->y * -0.5f, 0, 0));
   ureg_ADD(shader, t_comp_bot, ureg_src(t_tex),
            ureg_imm4f(shader, sizes->x * -0.5f, sizes->y * 0.5f, 1.0f, 0));

   if (field == 0) {
      /* interpolating top field -> current field is a bottom field */
      // cur vs prev2
      ureg_TEX(shader, t_a, TGSI_TEXTURE_2D_ARRAY, ureg_src(t_comp_bot), sampler_cur);
      ureg_TEX(shader, t_b, TGSI_TEXTURE_2D_ARRAY, ureg_src(t_comp_bot), sampler_prevprev);
      ureg_ADD(shader, ureg_writemask(t_diff, TGSI_WRITEMASK_X), ureg_src(t_a), ureg_negate(ureg_src(t_b)));
      // prev vs next
      ureg_TEX(shader, t_a, TGSI_TEXTURE_2D_ARRAY, ureg_src(t_comp_top), sampler_prev);
      ureg_TEX(shader, t_b, TGSI_TEXTURE_2D_ARRAY, ureg_src(t_comp_top), sampler_next);
      ureg_ADD(shader, ureg_writemask(t_diff, TGSI_WRITEMASK_Y), ureg_src(t_a), ureg_negate(ureg_src(t_b)));
   } else {
      /* interpolating bottom field -> current field is a top field */
      // cur vs prev2
      ureg_TEX(shader, t_a, TGSI_TEXTURE_2D_ARRAY, ureg_src(t_comp_top), sampler_cur);
      ureg_TEX(shader, t_b, TGSI_TEXTURE_2D_ARRAY, ureg_src(t_comp_top), sampler_prevprev);
      ureg_ADD(shader, ureg_writemask(t_diff, TGSI_WRITEMASK_X), ureg_src(t_a), ureg_negate(ureg_src(t_b)));
      // prev vs next
      ureg_TEX(shader, t_a, TGSI_TEXTURE_2D_ARRAY, ureg_src(t_comp_bot), sampler_prev);
      ureg_TEX(shader, t_b, TGSI_TEXTURE_2D_ARRAY, ureg_src(t_comp_bot), sampler_next);
      ureg_ADD(shader, ureg_writemask(t_diff, TGSI_WRITEMASK_Y), ureg_src(t_a), ureg_negate(ureg_src(t_b)));
   }

   // absolute maximum of differences
   ureg_MAX(shader, ureg_writemask(t_diff, TGSI_WRITEMASK_X), ureg_abs(ureg_src(t_diff)),
            ureg_scalar(ureg_abs(ureg_src(t_diff)), TGSI_SWIZZLE_Y));

   if (field == 0) {
      /* weave with prev top field */
      ureg_TEX(shader, t_weave, TGSI_TEXTURE_2D_ARRAY, ureg_src(t_tex), sampler_prev);
      /* get linear interpolation from current bottom field */
      ureg_ADD(shader, t_comp_top, ureg_src(t_tex), ureg_imm4f(shader, 0, sizes->y * -1.0f, 1.0f, 0));
      ureg_TEX(shader, t_linear, TGSI_TEXTURE_2D_ARRAY, ureg_src(t_comp_top), sampler_cur);
   } else {
      /* weave with prev bottom field */
      ureg_ADD(shader, t_comp_bot, ureg_src(t_tex), ureg_imm4f(shader, 0, 0, 1.0f, 0));
      ureg_TEX(shader, t_weave, TGSI_TEXTURE_2D_ARRAY, ureg_src(t_comp_bot), sampler_prev);
      /* get linear interpolation from current top field */
      ureg_ADD(shader, t_comp_bot, ureg_src(t_tex), ureg_imm4f(shader, 0, sizes->y * 1.0f, 0, 0));
      ureg_TEX(shader, t_linear, TGSI_TEXTURE_2D_ARRAY, ureg_src(t_comp_bot), sampler_cur);
   }

   // mix between weave and linear
   // fully weave if diff < 6 (0.02353), fully interpolate if diff > 14 (0.05490)
   ureg_ADD(shader, ureg_writemask(t_diff, TGSI_WRITEMASK_X), ureg_src(t_diff),
            ureg_imm4f(shader, -0.02353f, 0, 0, 0));
   ureg_MUL(shader, ureg_saturate(ureg_writemask(t_diff, TGSI_WRITEMASK_X)),
            ureg_src(t_diff), ureg_imm4f(shader, 31.8750f, 0, 0, 0));
   ureg_LRP(shader, ureg_writemask(t_tex, TGSI_WRITEMASK_X), ureg_src(t_diff),
            ureg_src(t_linear), ureg_src(t_weave));
   ureg_MOV(shader, o_fragment, ureg_scalar(ureg_src(t_tex), TGSI_SWIZZLE_X));

   ureg_release_temporary(shader, t_tex);
   ureg_release_temporary(shader, t_comp_top);
   ureg_release_temporary(shader, t_comp_bot);
   ureg_release_temporary(shader, t_diff);
   ureg_release_temporary(shader, t_a);
   ureg_release_temporary(shader, t_b);
   ureg_release_temporary(shader, t_weave);
   ureg_release_temporary(shader, t_linear);
   ureg_END(shader);

   return ureg_create_shader_and_destroy(shader, filter->pipe);
}
Esempio n. 8
0
static void
radial_gradient(struct ureg_program *ureg,
		struct ureg_dst out,
		struct ureg_src pos,
		struct ureg_src sampler,
		struct ureg_src coords,
		struct ureg_src const0124,
		struct ureg_src matrow0,
		struct ureg_src matrow1, struct ureg_src matrow2)
{
    struct ureg_dst temp0 = ureg_DECL_temporary(ureg);
    struct ureg_dst temp1 = ureg_DECL_temporary(ureg);
    struct ureg_dst temp2 = ureg_DECL_temporary(ureg);
    struct ureg_dst temp3 = ureg_DECL_temporary(ureg);
    struct ureg_dst temp4 = ureg_DECL_temporary(ureg);
    struct ureg_dst temp5 = ureg_DECL_temporary(ureg);

    ureg_MOV(ureg, ureg_writemask(temp0, TGSI_WRITEMASK_XY), pos);
    ureg_MOV(ureg,
	     ureg_writemask(temp0, TGSI_WRITEMASK_Z),
	     ureg_scalar(const0124, TGSI_SWIZZLE_Y));

    ureg_DP3(ureg, temp1, matrow0, ureg_src(temp0));
    ureg_DP3(ureg, temp2, matrow1, ureg_src(temp0));
    ureg_DP3(ureg, temp3, matrow2, ureg_src(temp0));
    ureg_RCP(ureg, temp3, ureg_src(temp3));
    ureg_MUL(ureg, temp1, ureg_src(temp1), ureg_src(temp3));
    ureg_MUL(ureg, temp2, ureg_src(temp2), ureg_src(temp3));

    ureg_MOV(ureg, ureg_writemask(temp5, TGSI_WRITEMASK_X), ureg_src(temp1));
    ureg_MOV(ureg, ureg_writemask(temp5, TGSI_WRITEMASK_Y), ureg_src(temp2));

    ureg_MUL(ureg, temp0, ureg_scalar(coords, TGSI_SWIZZLE_Y),
	     ureg_scalar(ureg_src(temp5), TGSI_SWIZZLE_Y));
    ureg_MAD(ureg, temp1,
	     ureg_scalar(coords, TGSI_SWIZZLE_X),
	     ureg_scalar(ureg_src(temp5), TGSI_SWIZZLE_X), ureg_src(temp0));
    ureg_ADD(ureg, temp1, ureg_src(temp1), ureg_src(temp1));
    ureg_MUL(ureg, temp3,
	     ureg_scalar(ureg_src(temp5), TGSI_SWIZZLE_Y),
	     ureg_scalar(ureg_src(temp5), TGSI_SWIZZLE_Y));
    ureg_MAD(ureg, temp4,
	     ureg_scalar(ureg_src(temp5), TGSI_SWIZZLE_X),
	     ureg_scalar(ureg_src(temp5), TGSI_SWIZZLE_X), ureg_src(temp3));
    ureg_MOV(ureg, temp4, ureg_negate(ureg_src(temp4)));
    ureg_MUL(ureg, temp2, ureg_scalar(coords, TGSI_SWIZZLE_Z), ureg_src(temp4));
    ureg_MUL(ureg, temp0,
	     ureg_scalar(const0124, TGSI_SWIZZLE_W), ureg_src(temp2));
    ureg_MUL(ureg, temp3, ureg_src(temp1), ureg_src(temp1));
    ureg_SUB(ureg, temp2, ureg_src(temp3), ureg_src(temp0));
    ureg_RSQ(ureg, temp2, ureg_abs(ureg_src(temp2)));
    ureg_RCP(ureg, temp2, ureg_src(temp2));
    ureg_SUB(ureg, temp1, ureg_src(temp2), ureg_src(temp1));
    ureg_ADD(ureg, temp0,
	     ureg_scalar(coords, TGSI_SWIZZLE_Z),
	     ureg_scalar(coords, TGSI_SWIZZLE_Z));
    ureg_RCP(ureg, temp0, ureg_src(temp0));
    ureg_MUL(ureg, temp2, ureg_src(temp1), ureg_src(temp0));
    ureg_TEX(ureg, out, TGSI_TEXTURE_1D, ureg_src(temp2), sampler);

    ureg_release_temporary(ureg, temp0);
    ureg_release_temporary(ureg, temp1);
    ureg_release_temporary(ureg, temp2);
    ureg_release_temporary(ureg, temp3);
    ureg_release_temporary(ureg, temp4);
    ureg_release_temporary(ureg, temp5);
}
Esempio n. 9
0
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);
}
Esempio n. 10
0
/* Need to add some addtional parameters to allow lighting in object
 * space - STATE_SPOT_DIRECTION and STATE_HALF_VECTOR implicitly assume eye
 * space lighting.
 */
static void build_lighting( struct tnl_program *p )
{
   const GLboolean twoside = p->state->light_twoside;
   const GLboolean separate = p->state->separate_specular;
   GLuint nr_lights = 0, count = 0;
   struct ureg normal = get_eye_normal(p);
   struct ureg lit = get_temp(p);
   struct ureg dots = get_temp(p);
   struct ureg _col0 = undef, _col1 = undef;
   struct ureg _bfc0 = undef, _bfc1 = undef;
   GLuint i;

   for (i = 0; i < MAX_LIGHTS; i++) 
      if (p->state->unit[i].light_enabled)
	 nr_lights++;
   
   set_material_flags(p);

   {
      struct ureg shininess = get_material(p, 0, STATE_SHININESS);
      emit_op1(p, OPCODE_MOV, dots,  WRITEMASK_W, swizzle1(shininess,X));
      release_temp(p, shininess);

      _col0 = make_temp(p, get_scenecolor(p, 0));
      if (separate)
	 _col1 = make_temp(p, get_identity_param(p));
      else
	 _col1 = _col0;

   }

   if (twoside) {
      struct ureg shininess = get_material(p, 1, STATE_SHININESS);
      emit_op1(p, OPCODE_MOV, dots, WRITEMASK_Z, 
	       ureg_negate(swizzle1(shininess,X)));
      release_temp(p, shininess);

      _bfc0 = make_temp(p, get_scenecolor(p, 1));
      if (separate)
	 _bfc1 = make_temp(p, get_identity_param(p));
      else
	 _bfc1 = _bfc0;
   }


   /* If no lights, still need to emit the scenecolor.
    */
   /* KW: changed to do this always - v1.17 "Fix lighting alpha result"? 
    */
   if (p->state->fragprog_inputs_read & FRAG_BIT_COL0)
   {
      struct ureg res0 = register_output( p, VERT_RESULT_COL0 );
      emit_op1(p, OPCODE_MOV, res0, 0, _col0);

      if (twoside) {
	 struct ureg res0 = register_output( p, VERT_RESULT_BFC0 );
	 emit_op1(p, OPCODE_MOV, res0, 0, _bfc0);
      }
   }

   if (separate && (p->state->fragprog_inputs_read & FRAG_BIT_COL1)) {

      struct ureg res1 = register_output( p, VERT_RESULT_COL1 );
      emit_op1(p, OPCODE_MOV, res1, 0, _col1);
      
      if (twoside) {
	 struct ureg res1 = register_output( p, VERT_RESULT_BFC1 );
	 emit_op1(p, OPCODE_MOV, res1, 0, _bfc1);
      }
   }
      
   if (nr_lights == 0) {
      release_temps(p);
      return;
   }


   for (i = 0; i < MAX_LIGHTS; i++) {
      if (p->state->unit[i].light_enabled) {
	 struct ureg half = undef;
	 struct ureg att = undef, VPpli = undef;
	  
	 count++;

	 if (p->state->unit[i].light_eyepos3_is_zero) {
	    /* Can used precomputed constants in this case.
	     * Attenuation never applies to infinite lights.
	     */
	    VPpli = register_param3(p, STATE_LIGHT, i, 
				    STATE_POSITION_NORMALIZED); 
            if (p->state->light_local_viewer) {
                struct ureg eye_hat = get_eye_position_normalized(p);
                half = get_temp(p);
                emit_op2(p, OPCODE_SUB, half, 0, VPpli, eye_hat);
                emit_normalize_vec3(p, half, half);
            } else {
                half = register_param3(p, STATE_LIGHT, i, STATE_HALF_VECTOR);
            }
	 } 
	 else {
	    struct ureg Ppli = register_param3(p, STATE_LIGHT, i, 
					       STATE_POSITION); 
	    struct ureg V = get_eye_position(p);
	    struct ureg dist = get_temp(p);

	    VPpli = get_temp(p); 
	    half = get_temp(p);
 
	    /* Calulate VPpli vector
	     */
	    emit_op2(p, OPCODE_SUB, VPpli, 0, Ppli, V); 

	    /* Normalize VPpli.  The dist value also used in
	     * attenuation below.
	     */
	    emit_op2(p, OPCODE_DP3, dist, 0, VPpli, VPpli);
	    emit_op1(p, OPCODE_RSQ, dist, 0, dist);
	    emit_op2(p, OPCODE_MUL, VPpli, 0, VPpli, dist);


	    /* Calculate  attenuation:
	     */ 
	    if (!p->state->unit[i].light_spotcutoff_is_180 ||
		p->state->unit[i].light_attenuated) {
	       att = calculate_light_attenuation(p, i, VPpli, dist);
	    }
	 
      
	    /* Calculate viewer direction, or use infinite viewer:
	     */
	    if (p->state->light_local_viewer) {
	       struct ureg eye_hat = get_eye_position_normalized(p);
	       emit_op2(p, OPCODE_SUB, half, 0, VPpli, eye_hat);
	    }
	    else {
	       struct ureg z_dir = swizzle(get_identity_param(p),X,Y,W,Z); 
	       emit_op2(p, OPCODE_ADD, half, 0, VPpli, z_dir);
	    }

	    emit_normalize_vec3(p, half, half);

	    release_temp(p, dist);
	 }

	 /* Calculate dot products:
	  */
	 emit_op2(p, OPCODE_DP3, dots, WRITEMASK_X, normal, VPpli);
	 emit_op2(p, OPCODE_DP3, dots, WRITEMASK_Y, normal, half);

	
	 /* Front face lighting:
	  */
	 {
	    struct ureg ambient = get_lightprod(p, i, 0, STATE_AMBIENT);
	    struct ureg diffuse = get_lightprod(p, i, 0, STATE_DIFFUSE);
	    struct ureg specular = get_lightprod(p, i, 0, STATE_SPECULAR);
	    struct ureg res0, res1;
	    GLuint mask0, mask1;

	    emit_op1(p, OPCODE_LIT, lit, 0, dots);
   
	    if (!is_undef(att)) 
	       emit_op2(p, OPCODE_MUL, lit, 0, lit, att);


	    mask0 = 0;
	    mask1 = 0;
	    res0 = _col0;
	    res1 = _col1;
	    
	    if (count == nr_lights) {
	       if (separate) {
		  mask0 = WRITEMASK_XYZ;
		  mask1 = WRITEMASK_XYZ;

		  if (p->state->fragprog_inputs_read & FRAG_BIT_COL0)
		     res0 = register_output( p, VERT_RESULT_COL0 );

		  if (p->state->fragprog_inputs_read & FRAG_BIT_COL1)
		     res1 = register_output( p, VERT_RESULT_COL1 );
	       }
	       else {
		  mask1 = WRITEMASK_XYZ;

		  if (p->state->fragprog_inputs_read & FRAG_BIT_COL0)
		     res1 = register_output( p, VERT_RESULT_COL0 );
	       }
	    } 

	    emit_op3(p, OPCODE_MAD, _col0, 0, swizzle1(lit,X), ambient, _col0);
	    emit_op3(p, OPCODE_MAD, res0, mask0, swizzle1(lit,Y), diffuse, _col0);
	    emit_op3(p, OPCODE_MAD, res1, mask1, swizzle1(lit,Z), specular, _col1);
      
	    release_temp(p, ambient);
	    release_temp(p, diffuse);
	    release_temp(p, specular);
	 }

	 /* Back face lighting:
	  */
	 if (twoside) {
	    struct ureg ambient = get_lightprod(p, i, 1, STATE_AMBIENT);
	    struct ureg diffuse = get_lightprod(p, i, 1, STATE_DIFFUSE);
	    struct ureg specular = get_lightprod(p, i, 1, STATE_SPECULAR);
	    struct ureg res0, res1;
	    GLuint mask0, mask1;
	       
	    emit_op1(p, OPCODE_LIT, lit, 0, ureg_negate(swizzle(dots,X,Y,W,Z)));

	    if (!is_undef(att)) 
	       emit_op2(p, OPCODE_MUL, lit, 0, lit, att);

	    mask0 = 0;
	    mask1 = 0;
	    res0 = _bfc0;
	    res1 = _bfc1;

	    if (count == nr_lights) {
	       if (separate) {
		  mask0 = WRITEMASK_XYZ;
		  mask1 = WRITEMASK_XYZ;
		  if (p->state->fragprog_inputs_read & FRAG_BIT_COL0)
		     res0 = register_output( p, VERT_RESULT_BFC0 );

		  if (p->state->fragprog_inputs_read & FRAG_BIT_COL1)
		     res1 = register_output( p, VERT_RESULT_BFC1 );
	       }
	       else {
		  mask1 = WRITEMASK_XYZ;

		  if (p->state->fragprog_inputs_read & FRAG_BIT_COL0)
		     res1 = register_output( p, VERT_RESULT_BFC0 );
	       }
	    }

	    emit_op3(p, OPCODE_MAD, _bfc0, 0, swizzle1(lit,X), ambient, _bfc0);
	    emit_op3(p, OPCODE_MAD, res0, mask0, swizzle1(lit,Y), diffuse, _bfc0);
	    emit_op3(p, OPCODE_MAD, res1, mask1, swizzle1(lit,Z), specular, _bfc1);

	    release_temp(p, ambient);
	    release_temp(p, diffuse);
	    release_temp(p, specular);
	 }

	 release_temp(p, half);
	 release_temp(p, VPpli);
	 release_temp(p, att);
      }
   }

   release_temps( p );
}
static void *
create_ycbcr_vert_shader(struct vl_mc *r, vl_mc_ycbcr_vert_shader vs_callback, void *callback_priv)
{
   struct ureg_program *shader;

   struct ureg_src vrect, vpos;
   struct ureg_dst t_vpos, t_vtex;
   struct ureg_dst o_vpos, o_flags;

   struct vertex2f scale = {
      (float)VL_BLOCK_WIDTH / r->buffer_width * VL_MACROBLOCK_WIDTH / r->macroblock_size,
      (float)VL_BLOCK_HEIGHT / r->buffer_height * VL_MACROBLOCK_HEIGHT / r->macroblock_size
   };

   unsigned label;

   shader = ureg_create(TGSI_PROCESSOR_VERTEX);
   if (!shader)
      return NULL;

   vrect = ureg_DECL_vs_input(shader, VS_I_RECT);
   vpos = ureg_DECL_vs_input(shader, VS_I_VPOS);

   t_vpos = calc_position(r, shader, ureg_imm2f(shader, scale.x, scale.y));
   t_vtex = ureg_DECL_temporary(shader);

   o_vpos = ureg_DECL_output(shader, TGSI_SEMANTIC_POSITION, VS_O_VPOS);
   o_flags = ureg_DECL_output(shader, TGSI_SEMANTIC_GENERIC, VS_O_FLAGS);

   /*
    * o_vtex.xy = t_vpos
    * o_flags.z = intra * 0.5
    *
    * if(interlaced) {
    *    t_vtex.xy = vrect.y ? { 0, scale.y } : { -scale.y : 0 }
    *    t_vtex.z = vpos.y % 2
    *    t_vtex.y = t_vtex.z ? t_vtex.x : t_vtex.y
    *    o_vpos.y = t_vtex.y + t_vpos.y
    *
    *    o_flags.w = t_vtex.z ? 0 : 1
    * }
    *
    */

   vs_callback(callback_priv, r, shader, VS_O_VTEX, t_vpos);

   ureg_MUL(shader, ureg_writemask(o_flags, TGSI_WRITEMASK_Z),
            ureg_scalar(vpos, TGSI_SWIZZLE_Z), ureg_imm1f(shader, 0.5f));
   ureg_MOV(shader, ureg_writemask(o_flags, TGSI_WRITEMASK_W), ureg_imm1f(shader, -1.0f));

   if (r->macroblock_size == VL_MACROBLOCK_HEIGHT) { //TODO
      ureg_IF(shader, ureg_scalar(vpos, TGSI_SWIZZLE_W), &label);

         ureg_CMP(shader, ureg_writemask(t_vtex, TGSI_WRITEMASK_XY),
                  ureg_negate(ureg_scalar(vrect, TGSI_SWIZZLE_Y)),
                  ureg_imm2f(shader, 0.0f, scale.y),
                  ureg_imm2f(shader, -scale.y, 0.0f));
         ureg_MUL(shader, ureg_writemask(t_vtex, TGSI_WRITEMASK_Z),
                  ureg_scalar(vpos, TGSI_SWIZZLE_Y), ureg_imm1f(shader, 0.5f));

         ureg_FRC(shader, ureg_writemask(t_vtex, TGSI_WRITEMASK_Z), ureg_src(t_vtex));

         ureg_CMP(shader, ureg_writemask(t_vtex, TGSI_WRITEMASK_Y),
                  ureg_negate(ureg_scalar(ureg_src(t_vtex), TGSI_SWIZZLE_Z)),
                  ureg_scalar(ureg_src(t_vtex), TGSI_SWIZZLE_X),
                  ureg_scalar(ureg_src(t_vtex), TGSI_SWIZZLE_Y));
         ureg_ADD(shader, ureg_writemask(o_vpos, TGSI_WRITEMASK_Y),
                  ureg_src(t_vpos), ureg_src(t_vtex));

         ureg_CMP(shader, ureg_writemask(o_flags, TGSI_WRITEMASK_W),
                  ureg_negate(ureg_scalar(ureg_src(t_vtex), TGSI_SWIZZLE_Z)),
                  ureg_imm1f(shader, 0.0f), ureg_imm1f(shader, 1.0f));

      ureg_fixup_label(shader, label, ureg_get_instruction_number(shader));
      ureg_ENDIF(shader);
   }

   ureg_release_temporary(shader, t_vtex);
   ureg_release_temporary(shader, t_vpos);

   ureg_END(shader);

   return ureg_create_shader_and_destroy(shader, r->pipe);
}
static void *
create_ref_frag_shader(struct vl_mc *r)
{
   const float y_scale =
      r->buffer_height / 2 *
      r->macroblock_size / VL_MACROBLOCK_HEIGHT;

   struct ureg_program *shader;
   struct ureg_src tc[2], sampler;
   struct ureg_dst ref, field;
   struct ureg_dst fragment;
   unsigned label;

   shader = ureg_create(TGSI_PROCESSOR_FRAGMENT);
   if (!shader)
      return NULL;

   tc[0] = ureg_DECL_fs_input(shader, TGSI_SEMANTIC_GENERIC, VS_O_VTOP, TGSI_INTERPOLATE_LINEAR);
   tc[1] = ureg_DECL_fs_input(shader, TGSI_SEMANTIC_GENERIC, VS_O_VBOTTOM, TGSI_INTERPOLATE_LINEAR);

   sampler = ureg_DECL_sampler(shader, 0);
   ref = ureg_DECL_temporary(shader);

   fragment = ureg_DECL_output(shader, TGSI_SEMANTIC_COLOR, 0);

   field = calc_line(shader);

   /*
    * ref = field.z ? tc[1] : tc[0]
    *
    * // Adjust tc acording to top/bottom field selection
    * if (|ref.z|) {
    *    ref.y *= y_scale
    *    ref.y = floor(ref.y)
    *    ref.y += ref.z
    *    ref.y /= y_scale
    * }
    * fragment.xyz = tex(ref, sampler[0])
    */
   ureg_CMP(shader, ureg_writemask(ref, TGSI_WRITEMASK_XYZ),
            ureg_negate(ureg_scalar(ureg_src(field), TGSI_SWIZZLE_Y)),
            tc[1], tc[0]);
   ureg_CMP(shader, ureg_writemask(fragment, TGSI_WRITEMASK_W),
            ureg_negate(ureg_scalar(ureg_src(field), TGSI_SWIZZLE_Y)),
            tc[1], tc[0]);

   ureg_IF(shader, ureg_scalar(ureg_src(ref), TGSI_SWIZZLE_Z), &label);

      ureg_MUL(shader, ureg_writemask(ref, TGSI_WRITEMASK_Y),
               ureg_src(ref), ureg_imm1f(shader, y_scale));
      ureg_FLR(shader, ureg_writemask(ref, TGSI_WRITEMASK_Y), ureg_src(ref));
      ureg_ADD(shader, ureg_writemask(ref, TGSI_WRITEMASK_Y),
               ureg_src(ref), ureg_scalar(ureg_src(ref), TGSI_SWIZZLE_Z));
      ureg_MUL(shader, ureg_writemask(ref, TGSI_WRITEMASK_Y),
               ureg_src(ref), ureg_imm1f(shader, 1.0f / y_scale));

   ureg_fixup_label(shader, label, ureg_get_instruction_number(shader));
   ureg_ENDIF(shader);

   ureg_TEX(shader, ureg_writemask(fragment, TGSI_WRITEMASK_XYZ), TGSI_TEXTURE_2D, ureg_src(ref), sampler);

   ureg_release_temporary(shader, ref);

   ureg_release_temporary(shader, field);
   ureg_END(shader);

   return ureg_create_shader_and_destroy(shader, r->pipe);
}
Esempio n. 13
0
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);
}
Esempio n. 14
0
static void
compile_instruction(
   struct gl_context *ctx,
   struct st_translate *t,
   const struct prog_instruction *inst)
{
   struct ureg_program *ureg = t->ureg;
   GLuint i;
   struct ureg_dst dst[1] = { { 0 } };
   struct ureg_src src[4];
   unsigned num_dst;
   unsigned num_src;

   num_dst = _mesa_num_inst_dst_regs( inst->Opcode );
   num_src = _mesa_num_inst_src_regs( inst->Opcode );

   if (num_dst) 
      dst[0] = translate_dst( t, 
                              &inst->DstReg,
                              inst->Saturate);

   for (i = 0; i < num_src; i++) 
      src[i] = translate_src( t, &inst->SrcReg[i] );

   switch( inst->Opcode ) {
   case OPCODE_SWZ:
      emit_swz( t, dst[0], &inst->SrcReg[0] );
      return;

   case OPCODE_TEX:
   case OPCODE_TXB:
   case OPCODE_TXP:
      src[num_src++] = t->samplers[inst->TexSrcUnit];
      ureg_tex_insn( ureg,
                     translate_opcode( inst->Opcode ),
                     dst, num_dst, 
                     st_translate_texture_target( inst->TexSrcTarget,
                                               inst->TexShadow ),
                     NULL, 0,
                     src, num_src );
      return;

   case OPCODE_SCS:
      dst[0] = ureg_writemask(dst[0], TGSI_WRITEMASK_XY );
      ureg_insn( ureg, 
                 translate_opcode( inst->Opcode ), 
                 dst, num_dst, 
                 src, num_src );
      break;

   case OPCODE_XPD:
      dst[0] = ureg_writemask(dst[0], TGSI_WRITEMASK_XYZ );
      ureg_insn( ureg, 
                 translate_opcode( inst->Opcode ), 
                 dst, num_dst, 
                 src, num_src );
      break;

   case OPCODE_RSQ:
      ureg_RSQ( ureg, dst[0], ureg_abs(src[0]) );
      break;

   case OPCODE_ABS:
      ureg_MOV(ureg, dst[0], ureg_abs(src[0]));
      break;

   case OPCODE_SUB:
      ureg_ADD(ureg, dst[0], src[0], ureg_negate(src[1]));
      break;

   default:
      ureg_insn( ureg, 
                 translate_opcode( inst->Opcode ), 
                 dst, num_dst, 
                 src, num_src );
      break;
   }
}