コード例 #1
0
ファイル: u_blit.c プロジェクト: Echelon9/mesa
/**
 * Helper function to set the fragment shaders.
 */
static inline void
set_fragment_shader(struct blit_state *ctx, uint writemask,
                    enum pipe_format format,
                    enum pipe_texture_target pipe_tex)
{
   enum tgsi_return_type stype;
   unsigned idx;

   if (util_format_is_pure_uint(format)) {
      stype = TGSI_RETURN_TYPE_UINT;
      idx = 0;
   } else if (util_format_is_pure_sint(format)) {
      stype = TGSI_RETURN_TYPE_SINT;
      idx = 1;
   } else {
      stype = TGSI_RETURN_TYPE_FLOAT;
      idx = 2;
   }

   if (!ctx->fs[pipe_tex][writemask][idx]) {
      unsigned tgsi_tex = util_pipe_tex_to_tgsi_tex(pipe_tex, 0);

      /* OpenGL does not allow blits from signed to unsigned integer
       * or vice versa. */
      ctx->fs[pipe_tex][writemask][idx] =
         util_make_fragment_tex_shader_writemask(ctx->pipe, tgsi_tex,
                                                 TGSI_INTERPOLATE_LINEAR,
                                                 writemask,
                                                 stype, stype);
   }

   cso_set_fragment_shader_handle(ctx->cso, ctx->fs[pipe_tex][writemask][idx]);
}
コード例 #2
0
ファイル: u_blit.c プロジェクト: blckshrk/Mesa
/**
 * Helper function to set the shader which writes stencil.
 */
static INLINE void
set_stencil_fragment_shader(struct blit_state *ctx,
                            enum pipe_texture_target pipe_tex)
{
   if (!ctx->fs_stencil[pipe_tex]) {
      unsigned tgsi_tex = util_pipe_tex_to_tgsi_tex(pipe_tex, 0);

      ctx->fs_stencil[pipe_tex] =
         util_make_fragment_tex_shader_writestencil(ctx->pipe, tgsi_tex,
                                                    TGSI_INTERPOLATE_LINEAR);
   }

   cso_set_fragment_shader_handle(ctx->cso, ctx->fs_stencil[pipe_tex]);
}
コード例 #3
0
ファイル: u_blit.c プロジェクト: UIKit0/mesa
/**
 * Helper function to set the fragment shaders.
 */
static INLINE void
set_fragment_shader(struct blit_state *ctx, uint writemask,
                    enum pipe_texture_target pipe_tex)
{
   if (!ctx->fs[pipe_tex][writemask]) {
      unsigned tgsi_tex = util_pipe_tex_to_tgsi_tex(pipe_tex);

      ctx->fs[pipe_tex][writemask] =
         util_make_fragment_tex_shader_writemask(ctx->pipe, tgsi_tex,
                                                 TGSI_INTERPOLATE_LINEAR,
                                                 writemask);
   }

   cso_set_fragment_shader_handle(ctx->cso, ctx->fs[pipe_tex][writemask]);
}
コード例 #4
0
ファイル: u_gen_mipmap.c プロジェクト: anderco/mesa
/**
 * Generate mipmap images.  It's assumed all needed texture memory is
 * already allocated.
 *
 * \param psv  the sampler view to the texture to generate mipmap levels for
 * \param face  which cube face to generate mipmaps for (0 for non-cube maps)
 * \param baseLevel  the first mipmap level to use as a src
 * \param lastLevel  the last mipmap level to generate
 * \param filter  the minification filter used to generate mipmap levels with
 * \param filter  one of PIPE_TEX_FILTER_LINEAR, PIPE_TEX_FILTER_NEAREST
 */
void
util_gen_mipmap(struct gen_mipmap_state *ctx,
                struct pipe_sampler_view *psv,
                uint face, uint baseLevel, uint lastLevel, uint filter)
{
   struct pipe_context *pipe = ctx->pipe;
   struct pipe_screen *screen = pipe->screen;
   struct pipe_framebuffer_state fb;
   struct pipe_resource *pt = psv->texture;
   uint dstLevel;
   uint offset;
   uint type;
   boolean is_depth = util_format_is_depth_or_stencil(psv->format);

   /* The texture object should have room for the levels which we're
    * about to generate.
    */
   assert(lastLevel <= pt->last_level);

   /* If this fails, why are we here? */
   assert(lastLevel > baseLevel);

   assert(filter == PIPE_TEX_FILTER_LINEAR ||
          filter == PIPE_TEX_FILTER_NEAREST);

   type = util_pipe_tex_to_tgsi_tex(pt->target, 1);

   /* check if we can render in the texture's format */
   if (!screen->is_format_supported(screen, psv->format, pt->target,
                                    pt->nr_samples,
                                    is_depth ? PIPE_BIND_DEPTH_STENCIL :
                                               PIPE_BIND_RENDER_TARGET)) {
      /* The caller should check if the format is renderable. */
      assert(0);
      return;
   }

   /* save state (restored below) */
   cso_save_blend(ctx->cso);
   cso_save_depth_stencil_alpha(ctx->cso);
   cso_save_rasterizer(ctx->cso);
   cso_save_sample_mask(ctx->cso);
   cso_save_samplers(ctx->cso, PIPE_SHADER_FRAGMENT);
   cso_save_sampler_views(ctx->cso, PIPE_SHADER_FRAGMENT);
   cso_save_stream_outputs(ctx->cso);
   cso_save_framebuffer(ctx->cso);
   cso_save_fragment_shader(ctx->cso);
   cso_save_vertex_shader(ctx->cso);
   cso_save_geometry_shader(ctx->cso);
   cso_save_viewport(ctx->cso);
   cso_save_vertex_elements(ctx->cso);
   cso_save_aux_vertex_buffer_slot(ctx->cso);
   cso_save_render_condition(ctx->cso);

   /* bind our state */
   cso_set_blend(ctx->cso, is_depth ? &ctx->blend_keep_color :
                                      &ctx->blend_write_color);
   cso_set_depth_stencil_alpha(ctx->cso, is_depth ? &ctx->dsa_write_depth :
                                                    &ctx->dsa_keep_depth);
   cso_set_rasterizer(ctx->cso, &ctx->rasterizer);
   cso_set_sample_mask(ctx->cso, ~0);
   cso_set_vertex_elements(ctx->cso, 2, ctx->velem);
   cso_set_stream_outputs(ctx->cso, 0, NULL, NULL);
   cso_set_render_condition(ctx->cso, NULL, FALSE, 0);

   set_fragment_shader(ctx, type, is_depth);
   set_vertex_shader(ctx);
   cso_set_geometry_shader_handle(ctx->cso, NULL);

   /* init framebuffer state */
   memset(&fb, 0, sizeof(fb));

   /* set min/mag to same filter for faster sw speed */
   ctx->sampler.mag_img_filter = filter;
   ctx->sampler.min_img_filter = filter;

   for (dstLevel = baseLevel + 1; dstLevel <= lastLevel; dstLevel++) {
      const uint srcLevel = dstLevel - 1;
      struct pipe_viewport_state vp;
      unsigned nr_layers, layer, i;
      float rcoord = 0.0f;

      if (pt->target == PIPE_TEXTURE_3D)
         nr_layers = u_minify(pt->depth0, dstLevel);
      else if (pt->target == PIPE_TEXTURE_2D_ARRAY ||
               pt->target == PIPE_TEXTURE_1D_ARRAY ||
               pt->target == PIPE_TEXTURE_CUBE_ARRAY)
	 nr_layers = pt->array_size;
      else
         nr_layers = 1;

      for (i = 0; i < nr_layers; i++) {
         struct pipe_surface *surf, surf_templ;
         if (pt->target == PIPE_TEXTURE_3D) {
            /* in theory with geom shaders and driver with full layer support
               could do that in one go. */
            layer = i;
            /* XXX hmm really? */
            rcoord = (float)layer / (float)nr_layers + 1.0f / (float)(nr_layers * 2);
         } else if (pt->target == PIPE_TEXTURE_2D_ARRAY ||
                    pt->target == PIPE_TEXTURE_1D_ARRAY) {
	    layer = i;
	    rcoord = (float)layer;
         } else if (pt->target == PIPE_TEXTURE_CUBE_ARRAY) {
            layer = i;
            face = layer % 6;
            rcoord = layer / 6;
	 } else
            layer = face;

         u_surface_default_template(&surf_templ, pt);
         surf_templ.u.tex.level = dstLevel;
         surf_templ.u.tex.first_layer = layer;
         surf_templ.u.tex.last_layer = layer;
         surf = pipe->create_surface(pipe, pt, &surf_templ);

         /*
          * Setup framebuffer / dest surface
          */
         if (is_depth) {
            fb.nr_cbufs = 0;
            fb.zsbuf = surf;
         }
         else {
            fb.nr_cbufs = 1;
            fb.cbufs[0] = surf;
         }
         fb.width = u_minify(pt->width0, dstLevel);
         fb.height = u_minify(pt->height0, dstLevel);
         cso_set_framebuffer(ctx->cso, &fb);

         /* viewport */
         vp.scale[0] = 0.5f * fb.width;
         vp.scale[1] = 0.5f * fb.height;
         vp.scale[2] = 1.0f;
         vp.scale[3] = 1.0f;
         vp.translate[0] = 0.5f * fb.width;
         vp.translate[1] = 0.5f * fb.height;
         vp.translate[2] = 0.0f;
         vp.translate[3] = 0.0f;
         cso_set_viewport(ctx->cso, &vp);

         /*
          * Setup sampler state
          * Note: we should only have to set the min/max LOD clamps to ensure
          * we grab texels from the right mipmap level.  But some hardware
          * has trouble with min clamping so we also set the lod_bias to
          * try to work around that.
          */
         ctx->sampler.min_lod = ctx->sampler.max_lod = (float) srcLevel;
         ctx->sampler.lod_bias = (float) srcLevel;
         cso_single_sampler(ctx->cso, PIPE_SHADER_FRAGMENT, 0, &ctx->sampler);
         cso_single_sampler_done(ctx->cso, PIPE_SHADER_FRAGMENT);

         cso_set_sampler_views(ctx->cso, PIPE_SHADER_FRAGMENT, 1, &psv);

         /* quad coords in clip coords */
         offset = set_vertex_data(ctx,
                                  pt->target,
                                  face,
                                  rcoord);

         util_draw_vertex_buffer(ctx->pipe,
                                 ctx->cso,
                                 ctx->vbuf,
                                 cso_get_aux_vertex_buffer_slot(ctx->cso),
                                 offset,
                                 PIPE_PRIM_TRIANGLE_FAN,
                                 4,  /* verts */
                                 2); /* attribs/vert */

         /* need to signal that the texture has changed _after_ rendering to it */
         pipe_surface_reference( &surf, NULL );
      }
   }

   /* restore state we changed */
   cso_restore_blend(ctx->cso);
   cso_restore_depth_stencil_alpha(ctx->cso);
   cso_restore_rasterizer(ctx->cso);
   cso_restore_sample_mask(ctx->cso);
   cso_restore_samplers(ctx->cso, PIPE_SHADER_FRAGMENT);
   cso_restore_sampler_views(ctx->cso, PIPE_SHADER_FRAGMENT);
   cso_restore_framebuffer(ctx->cso);
   cso_restore_fragment_shader(ctx->cso);
   cso_restore_vertex_shader(ctx->cso);
   cso_restore_geometry_shader(ctx->cso);
   cso_restore_viewport(ctx->cso);
   cso_restore_vertex_elements(ctx->cso);
   cso_restore_stream_outputs(ctx->cso);
   cso_restore_aux_vertex_buffer_slot(ctx->cso);
   cso_restore_render_condition(ctx->cso);
}
コード例 #5
0
ファイル: st_pbo.c プロジェクト: airlied/mesa
static void *
create_fs(struct st_context *st, bool download, enum pipe_texture_target target)
{
   struct pipe_context *pipe = st->pipe;
   struct pipe_screen *screen = pipe->screen;
   struct ureg_program *ureg;
   bool have_layer;
   struct ureg_dst out;
   struct ureg_src sampler;
   struct ureg_src pos;
   struct ureg_src layer;
   struct ureg_src const0;
   struct ureg_src const1;
   struct ureg_dst temp0;

   have_layer =
      st->pbo.layers &&
      (!download || target == PIPE_TEXTURE_1D_ARRAY
                 || target == PIPE_TEXTURE_2D_ARRAY
                 || target == PIPE_TEXTURE_3D
                 || target == PIPE_TEXTURE_CUBE
                 || target == PIPE_TEXTURE_CUBE_ARRAY);

   ureg = ureg_create(PIPE_SHADER_FRAGMENT);
   if (!ureg)
      return NULL;

   if (!download) {
      out = ureg_DECL_output(ureg, TGSI_SEMANTIC_COLOR, 0);
   } else {
      struct ureg_src image;

      /* writeonly images do not require an explicitly given format. */
      image = ureg_DECL_image(ureg, 0, TGSI_TEXTURE_BUFFER, PIPE_FORMAT_NONE,
                                    true, false);
      out = ureg_dst(image);
   }

   sampler = ureg_DECL_sampler(ureg, 0);
   if (screen->get_param(screen, PIPE_CAP_TGSI_FS_POSITION_IS_SYSVAL)) {
      pos = ureg_DECL_system_value(ureg, TGSI_SEMANTIC_POSITION, 0);
   } else {
      pos = ureg_DECL_fs_input(ureg, TGSI_SEMANTIC_POSITION, 0,
                               TGSI_INTERPOLATE_LINEAR);
   }
   if (have_layer) {
      layer = ureg_DECL_fs_input(ureg, TGSI_SEMANTIC_LAYER, 0,
                                       TGSI_INTERPOLATE_CONSTANT);
   }
   const0  = ureg_DECL_constant(ureg, 0);
   const1  = ureg_DECL_constant(ureg, 1);
   temp0   = ureg_DECL_temporary(ureg);

   /* Note: const0 = [ -xoffset + skip_pixels, -yoffset, stride, image_height ] */

   /* temp0.xy = f2i(temp0.xy) */
   ureg_F2I(ureg, ureg_writemask(temp0, TGSI_WRITEMASK_XY),
                  ureg_swizzle(pos,
                               TGSI_SWIZZLE_X, TGSI_SWIZZLE_Y,
                               TGSI_SWIZZLE_Y, TGSI_SWIZZLE_Y));

   /* temp0.xy = temp0.xy + const0.xy */
   ureg_UADD(ureg, ureg_writemask(temp0, TGSI_WRITEMASK_XY),
                   ureg_swizzle(ureg_src(temp0),
                                TGSI_SWIZZLE_X, TGSI_SWIZZLE_Y,
                                TGSI_SWIZZLE_Y, TGSI_SWIZZLE_Y),
                   ureg_swizzle(const0,
                                TGSI_SWIZZLE_X, TGSI_SWIZZLE_Y,
                                TGSI_SWIZZLE_Y, TGSI_SWIZZLE_Y));

   /* temp0.x = const0.z * temp0.y + temp0.x */
   ureg_UMAD(ureg, ureg_writemask(temp0, TGSI_WRITEMASK_X),
                   ureg_scalar(const0, TGSI_SWIZZLE_Z),
                   ureg_scalar(ureg_src(temp0), TGSI_SWIZZLE_Y),
                   ureg_scalar(ureg_src(temp0), TGSI_SWIZZLE_X));

   if (have_layer) {
      /* temp0.x = const0.w * layer + temp0.x */
      ureg_UMAD(ureg, ureg_writemask(temp0, TGSI_WRITEMASK_X),
                      ureg_scalar(const0, TGSI_SWIZZLE_W),
                      ureg_scalar(layer, TGSI_SWIZZLE_X),
                      ureg_scalar(ureg_src(temp0), TGSI_SWIZZLE_X));
   }

   /* temp0.w = 0 */
   ureg_MOV(ureg, ureg_writemask(temp0, TGSI_WRITEMASK_W), ureg_imm1u(ureg, 0));

   if (download) {
      struct ureg_dst temp1;
      struct ureg_src op[2];

      temp1 = ureg_DECL_temporary(ureg);

      /* temp1.xy = pos.xy */
      ureg_F2I(ureg, ureg_writemask(temp1, TGSI_WRITEMASK_XY), pos);

      /* temp1.zw = 0 */
      ureg_MOV(ureg, ureg_writemask(temp1, TGSI_WRITEMASK_ZW), ureg_imm1u(ureg, 0));

      if (have_layer) {
         struct ureg_dst temp1_layer =
            ureg_writemask(temp1, target == PIPE_TEXTURE_1D_ARRAY ? TGSI_WRITEMASK_Y
                                                                  : TGSI_WRITEMASK_Z);

         /* temp1.y/z = layer */
         ureg_MOV(ureg, temp1_layer, ureg_scalar(layer, TGSI_SWIZZLE_X));

         if (target == PIPE_TEXTURE_3D) {
            /* temp1.z += layer_offset */
            ureg_UADD(ureg, temp1_layer,
                            ureg_scalar(ureg_src(temp1), TGSI_SWIZZLE_Z),
                            ureg_scalar(const1, TGSI_SWIZZLE_X));
         }
      }

      /* temp1 = txf(sampler, temp1) */
      ureg_TXF(ureg, temp1, util_pipe_tex_to_tgsi_tex(target, 1),
                     ureg_src(temp1), sampler);

      /* store(out, temp0, temp1) */
      op[0] = ureg_src(temp0);
      op[1] = ureg_src(temp1);
      ureg_memory_insn(ureg, TGSI_OPCODE_STORE, &out, 1, op, 2, 0,
                             TGSI_TEXTURE_BUFFER, PIPE_FORMAT_NONE);

      ureg_release_temporary(ureg, temp1);
   } else {
      /* out = txf(sampler, temp0.x) */
      ureg_TXF(ureg, out, TGSI_TEXTURE_BUFFER, ureg_src(temp0), sampler);
   }

   ureg_release_temporary(ureg, temp0);

   ureg_END(ureg);

   return ureg_create_shader_and_destroy(ureg, pipe);
}