Пример #1
0
void
vl_idct_stage2_frag_shader(struct vl_idct *idct, struct ureg_program *shader,
                           unsigned first_input, struct ureg_dst fragment)
{
    struct ureg_src l_addr[2], r_addr[2];

    struct ureg_dst l[2], r[2];

    --first_input;

    l_addr[0] = ureg_DECL_fs_input(shader, TGSI_SEMANTIC_GENERIC, first_input + VS_O_L_ADDR0, TGSI_INTERPOLATE_LINEAR);
    l_addr[1] = ureg_DECL_fs_input(shader, TGSI_SEMANTIC_GENERIC, first_input + VS_O_L_ADDR1, TGSI_INTERPOLATE_LINEAR);

    r_addr[0] = ureg_DECL_fs_input(shader, TGSI_SEMANTIC_GENERIC, first_input + VS_O_R_ADDR0, TGSI_INTERPOLATE_LINEAR);
    r_addr[1] = ureg_DECL_fs_input(shader, TGSI_SEMANTIC_GENERIC, first_input + VS_O_R_ADDR1, TGSI_INTERPOLATE_LINEAR);

    l[0] = ureg_DECL_temporary(shader);
    l[1] = ureg_DECL_temporary(shader);
    r[0] = ureg_DECL_temporary(shader);
    r[1] = ureg_DECL_temporary(shader);

    fetch_four(shader, l, l_addr, ureg_DECL_sampler(shader, 1), false);
    fetch_four(shader, r, r_addr, ureg_DECL_sampler(shader, 0), true);

    matrix_mul(shader, fragment, l, r);

    ureg_release_temporary(shader, l[0]);
    ureg_release_temporary(shader, l[1]);
    ureg_release_temporary(shader, r[0]);
    ureg_release_temporary(shader, r[1]);
}
Пример #2
0
static void *
create_frag_shader_rgba(struct vl_compositor *c)
{
   struct ureg_program *shader;
   struct ureg_src tc, color, sampler;
   struct ureg_dst texel, fragment;

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

   tc = ureg_DECL_fs_input(shader, TGSI_SEMANTIC_GENERIC, VS_O_VTEX, TGSI_INTERPOLATE_LINEAR);
   color = ureg_DECL_fs_input(shader, TGSI_SEMANTIC_COLOR, VS_O_COLOR, TGSI_INTERPOLATE_LINEAR);
   sampler = ureg_DECL_sampler(shader, 0);
   texel = ureg_DECL_temporary(shader);
   fragment = ureg_DECL_output(shader, TGSI_SEMANTIC_COLOR, 0);

   /*
    * fragment = tex(tc, sampler)
    */
   ureg_TEX(shader, texel, TGSI_TEXTURE_2D, tc, sampler);
   ureg_MUL(shader, fragment, ureg_src(texel), color);
   ureg_END(shader);

   return ureg_create_shader_and_destroy(shader, c->pipe);
}
Пример #3
0
static void *
create_copy_frag_shader(struct vl_deint_filter *filter, unsigned field)
{
   struct ureg_program *shader;
   struct ureg_src i_vtex;
   struct ureg_src sampler;
   struct ureg_dst o_fragment;
   struct ureg_dst t_tex;

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

   i_vtex = ureg_DECL_fs_input(shader, TGSI_SEMANTIC_GENERIC, VS_O_VTEX, TGSI_INTERPOLATE_LINEAR);
   sampler = ureg_DECL_sampler(shader, 2);
   o_fragment = ureg_DECL_output(shader, TGSI_SEMANTIC_COLOR, 0);

   ureg_MOV(shader, t_tex, i_vtex);
   if (field) {
      ureg_MOV(shader, ureg_writemask(t_tex, TGSI_WRITEMASK_ZW),
               ureg_imm4f(shader, 0, 0, 1.0f, 0));
   } else {
      ureg_MOV(shader, ureg_writemask(t_tex, TGSI_WRITEMASK_ZW),
               ureg_imm1f(shader, 0));
   }

   ureg_TEX(shader, o_fragment, TGSI_TEXTURE_2D_ARRAY, ureg_src(t_tex), sampler);

   ureg_release_temporary(shader, t_tex);
   ureg_END(shader);

   return ureg_create_shader_and_destroy(shader, filter->pipe);
}
/**
 * Make a fragment shader that copies the input color to N output colors.
 */
void *
util_make_fragment_clonecolor_shader(struct pipe_context *pipe, int num_cbufs)
{
   struct ureg_program *ureg;
   struct ureg_src src;
   struct ureg_dst dst[PIPE_MAX_COLOR_BUFS];
   int i;

   assert(num_cbufs <= PIPE_MAX_COLOR_BUFS);

   ureg = ureg_create( TGSI_PROCESSOR_FRAGMENT );
   if (ureg == NULL)
      return NULL;

   src = ureg_DECL_fs_input( ureg, TGSI_SEMANTIC_COLOR, 0, 
                             TGSI_INTERPOLATE_PERSPECTIVE );

   for (i = 0; i < num_cbufs; i++)
      dst[i] = ureg_DECL_output( ureg, TGSI_SEMANTIC_COLOR, i );

   for (i = 0; i < num_cbufs; i++)
      ureg_MOV( ureg, dst[i], src );

   ureg_END( ureg );

   return ureg_create_shader_and_destroy( ureg, pipe );
}
static void *
fd_prog_blit(struct pipe_context *pctx, int rts, bool depth)
{
	int i;
	struct ureg_src tc;
	struct ureg_program *ureg;

	debug_assert(rts <= MAX_RENDER_TARGETS);

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

	tc = ureg_DECL_fs_input(
			ureg, TGSI_SEMANTIC_GENERIC, 0, TGSI_INTERPOLATE_PERSPECTIVE);
	for (i = 0; i < rts; i++)
		ureg_TEX(ureg, ureg_DECL_output(ureg, TGSI_SEMANTIC_COLOR, i),
				 TGSI_TEXTURE_2D, tc, ureg_DECL_sampler(ureg, i));
	if (depth)
		ureg_TEX(ureg,
				 ureg_writemask(
						 ureg_DECL_output(ureg, TGSI_SEMANTIC_POSITION, 0),
						 TGSI_WRITEMASK_Z),
				 TGSI_TEXTURE_2D, tc, ureg_DECL_sampler(ureg, rts));

	ureg_END(ureg);

	return ureg_create_shader_and_destroy(ureg, pctx);
}
Пример #6
0
/**
 * Make a fragment shader that copies the input color to N output colors.
 */
void *
util_make_fragment_cloneinput_shader(struct pipe_context *pipe, int num_cbufs,
                                     int input_semantic,
                                     int input_interpolate)
{
   struct ureg_program *ureg;
   struct ureg_src src;
   struct ureg_dst dst[PIPE_MAX_COLOR_BUFS];
   int i;

   assert(num_cbufs <= PIPE_MAX_COLOR_BUFS);

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

   src = ureg_DECL_fs_input( ureg, input_semantic, 0,
                             input_interpolate );

   for (i = 0; i < num_cbufs; i++)
      dst[i] = ureg_DECL_output( ureg, TGSI_SEMANTIC_COLOR, i );

   for (i = 0; i < num_cbufs; i++)
      ureg_MOV( ureg, dst[i], src );

   ureg_END( ureg );

   return ureg_create_shader_and_destroy( ureg, pipe );
}
Пример #7
0
void *
util_make_fs_msaa_resolve(struct pipe_context *pipe,
                          enum tgsi_texture_type tgsi_tex, unsigned nr_samples,
                          enum tgsi_return_type stype)
{
   struct ureg_program *ureg;
   struct ureg_src sampler, coord;
   struct ureg_dst out, tmp_sum, tmp_coord, tmp;
   unsigned i;

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

   /* Declarations. */
   sampler = ureg_DECL_sampler(ureg, 0);
   ureg_DECL_sampler_view(ureg, 0, tgsi_tex, stype, stype, stype, stype);
   coord = ureg_DECL_fs_input(ureg, TGSI_SEMANTIC_GENERIC, 0,
                              TGSI_INTERPOLATE_LINEAR);
   out = ureg_DECL_output(ureg, TGSI_SEMANTIC_COLOR, 0);
   tmp_sum = ureg_DECL_temporary(ureg);
   tmp_coord = ureg_DECL_temporary(ureg);
   tmp = ureg_DECL_temporary(ureg);

   /* Instructions. */
   ureg_MOV(ureg, tmp_sum, ureg_imm1f(ureg, 0));
   ureg_F2U(ureg, tmp_coord, coord);

   for (i = 0; i < nr_samples; i++) {
      /* Read one sample. */
      ureg_MOV(ureg, ureg_writemask(tmp_coord, TGSI_WRITEMASK_W),
               ureg_imm1u(ureg, i));
      ureg_TXF(ureg, tmp, tgsi_tex, ureg_src(tmp_coord), sampler);

      if (stype == TGSI_RETURN_TYPE_UINT)
         ureg_U2F(ureg, tmp, ureg_src(tmp));
      else if (stype == TGSI_RETURN_TYPE_SINT)
         ureg_I2F(ureg, tmp, ureg_src(tmp));

      /* Add it to the sum.*/
      ureg_ADD(ureg, tmp_sum, ureg_src(tmp_sum), ureg_src(tmp));
   }

   /* Calculate the average and return. */
   ureg_MUL(ureg, tmp_sum, ureg_src(tmp_sum),
            ureg_imm1f(ureg, 1.0 / nr_samples));

   if (stype == TGSI_RETURN_TYPE_UINT)
      ureg_F2U(ureg, out, ureg_src(tmp_sum));
   else if (stype == TGSI_RETURN_TYPE_SINT)
      ureg_F2I(ureg, out, ureg_src(tmp_sum));
   else
      ureg_MOV(ureg, out, ureg_src(tmp_sum));

   ureg_END(ureg);

   return ureg_create_shader_and_destroy(ureg, pipe);
}
Пример #8
0
/**
 * Make a simple fragment texture shader which reads the texture unit 0 and 1
 * and writes it as depth and stencil, respectively.
 */
void *
util_make_fragment_tex_shader_writedepthstencil(struct pipe_context *pipe,
                                                unsigned tex_target,
                                                unsigned interp_mode,
                                                bool load_level_zero,
                                                bool use_txf)
{
   struct ureg_program *ureg;
   struct ureg_src depth_sampler, stencil_sampler;
   struct ureg_src tex;
   struct ureg_dst out, depth, stencil;
   struct ureg_src imm;

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

   depth_sampler = ureg_DECL_sampler( ureg, 0 );
   ureg_DECL_sampler_view(ureg, 0, tex_target,
                          TGSI_RETURN_TYPE_FLOAT,
                          TGSI_RETURN_TYPE_FLOAT,
                          TGSI_RETURN_TYPE_FLOAT,
                          TGSI_RETURN_TYPE_FLOAT);
   stencil_sampler = ureg_DECL_sampler( ureg, 1 );
   ureg_DECL_sampler_view(ureg, 0, tex_target,
                          TGSI_RETURN_TYPE_UINT,
                          TGSI_RETURN_TYPE_UINT,
                          TGSI_RETURN_TYPE_UINT,
                          TGSI_RETURN_TYPE_UINT);

   tex = ureg_DECL_fs_input( ureg,
                             TGSI_SEMANTIC_GENERIC, 0,
                             interp_mode );

   out = ureg_DECL_output( ureg,
                           TGSI_SEMANTIC_COLOR,
                           0 );

   depth = ureg_DECL_output( ureg,
                             TGSI_SEMANTIC_POSITION,
                             0 );

   stencil = ureg_DECL_output( ureg,
                             TGSI_SEMANTIC_STENCIL,
                             0 );

   imm = ureg_imm4f( ureg, 0, 0, 0, 1 );

   ureg_MOV( ureg, out, imm );

   ureg_load_tex(ureg, ureg_writemask(depth, TGSI_WRITEMASK_Z), tex,
                 depth_sampler, tex_target, load_level_zero, use_txf);
   ureg_load_tex(ureg, ureg_writemask(stencil, TGSI_WRITEMASK_Y), tex,
                 stencil_sampler, tex_target, load_level_zero, use_txf);
   ureg_END( ureg );

   return ureg_create_shader_and_destroy( ureg, pipe );
}
Пример #9
0
static void *
create_yuv_shader(struct pipe_context *pipe, struct ureg_program *ureg)
{
    struct ureg_src y_sampler, u_sampler, v_sampler;
    struct ureg_src pos;
    struct ureg_src matrow0, matrow1, matrow2;
    struct ureg_dst y, u, v, rgb;
    struct ureg_dst out = ureg_DECL_output(ureg,
					   TGSI_SEMANTIC_COLOR,
					   0);

    pos = ureg_DECL_fs_input(ureg,
			     TGSI_SEMANTIC_GENERIC, 0,
			     TGSI_INTERPOLATE_PERSPECTIVE);

    rgb = ureg_DECL_temporary(ureg);
    y = ureg_DECL_temporary(ureg);
    u = ureg_DECL_temporary(ureg);
    v = ureg_DECL_temporary(ureg);

    y_sampler = ureg_DECL_sampler(ureg, 0);
    u_sampler = ureg_DECL_sampler(ureg, 1);
    v_sampler = ureg_DECL_sampler(ureg, 2);

    matrow0 = ureg_DECL_constant(ureg, 0);
    matrow1 = ureg_DECL_constant(ureg, 1);
    matrow2 = ureg_DECL_constant(ureg, 2);

    ureg_TEX(ureg, y, TGSI_TEXTURE_2D, pos, y_sampler);
    ureg_TEX(ureg, u, TGSI_TEXTURE_2D, pos, u_sampler);
    ureg_TEX(ureg, v, TGSI_TEXTURE_2D, pos, v_sampler);

    ureg_SUB(ureg, u, ureg_src(u), ureg_scalar(matrow0, TGSI_SWIZZLE_W));
    ureg_SUB(ureg, v, ureg_src(v), ureg_scalar(matrow0, TGSI_SWIZZLE_W));

    ureg_MUL(ureg, rgb, ureg_scalar(ureg_src(y), TGSI_SWIZZLE_X), matrow0);
    ureg_MAD(ureg, rgb,
	     ureg_scalar(ureg_src(u), TGSI_SWIZZLE_X), matrow1, ureg_src(rgb));
    ureg_MAD(ureg, rgb,
	     ureg_scalar(ureg_src(v), TGSI_SWIZZLE_X), matrow2, ureg_src(rgb));

    /* rgb.a = 1; */
    ureg_MOV(ureg, ureg_writemask(rgb, TGSI_WRITEMASK_W),
	     ureg_scalar(matrow0, TGSI_SWIZZLE_X));

    ureg_MOV(ureg, out, ureg_src(rgb));

    ureg_release_temporary(ureg, rgb);
    ureg_release_temporary(ureg, y);
    ureg_release_temporary(ureg, u);
    ureg_release_temporary(ureg, v);

    ureg_END(ureg);

    return ureg_create_shader_and_destroy(ureg, pipe);
}
Пример #10
0
static void *
create_frag_shader(struct vl_matrix_filter *filter, unsigned num_offsets,
                   struct vertex2f *offsets, const float *matrix_values)
{
   struct ureg_program *shader;
   struct ureg_src i_vtex;
   struct ureg_src sampler;
   struct ureg_dst tmp;
   struct ureg_dst t_sum;
   struct ureg_dst o_fragment;
   unsigned i;

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

   i_vtex = ureg_DECL_fs_input(shader, TGSI_SEMANTIC_GENERIC, VS_O_VTEX, TGSI_INTERPOLATE_LINEAR);
   sampler = ureg_DECL_sampler(shader, 0);
   ureg_DECL_sampler_view(shader, 0, TGSI_TEXTURE_2D,
                          TGSI_RETURN_TYPE_FLOAT,
                          TGSI_RETURN_TYPE_FLOAT,
                          TGSI_RETURN_TYPE_FLOAT,
                          TGSI_RETURN_TYPE_FLOAT);

   tmp = ureg_DECL_temporary(shader);
   t_sum = ureg_DECL_temporary(shader);
   o_fragment = ureg_DECL_output(shader, TGSI_SEMANTIC_COLOR, 0);

   ureg_MOV(shader, t_sum, ureg_imm1f(shader, 0.0f));
   for (i = 0; i < num_offsets; ++i) {
      if (matrix_values[i] == 0.0f)
         continue;

      if (!is_vec_zero(offsets[i])) {
         ureg_ADD(shader, ureg_writemask(tmp, TGSI_WRITEMASK_XY),
                  i_vtex, ureg_imm2f(shader, offsets[i].x, offsets[i].y));
         ureg_MOV(shader, ureg_writemask(tmp, TGSI_WRITEMASK_ZW),
                  ureg_imm1f(shader, 0.0f));
         ureg_TEX(shader, tmp, TGSI_TEXTURE_2D, ureg_src(tmp), sampler);
      } else {
         ureg_TEX(shader, tmp, TGSI_TEXTURE_2D, i_vtex, sampler);
      }
      ureg_MAD(shader, t_sum, ureg_src(tmp), ureg_imm1f(shader, matrix_values[i]),
               ureg_src(t_sum));
   }

   ureg_MOV(shader, o_fragment, ureg_src(t_sum));

   ureg_END(shader);

   return ureg_create_shader_and_destroy(shader, filter->pipe);
}
Пример #11
0
static void *
create_frag_shader_palette(struct vl_compositor *c, bool include_cc)
{
   struct ureg_program *shader;
   struct ureg_src csc[3];
   struct ureg_src tc;
   struct ureg_src sampler;
   struct ureg_src palette;
   struct ureg_dst texel;
   struct ureg_dst fragment;
   unsigned i;

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

   for (i = 0; include_cc && i < 3; ++i)
      csc[i] = ureg_DECL_constant(shader, i);

   tc = ureg_DECL_fs_input(shader, TGSI_SEMANTIC_GENERIC, VS_O_VTEX, TGSI_INTERPOLATE_LINEAR);
   sampler = ureg_DECL_sampler(shader, 0);
   palette = ureg_DECL_sampler(shader, 1);

   texel = ureg_DECL_temporary(shader);
   fragment = ureg_DECL_output(shader, TGSI_SEMANTIC_COLOR, 0);

   /*
    * texel = tex(tc, sampler)
    * fragment.xyz = tex(texel, palette) * csc
    * fragment.a = texel.a
    */
   ureg_TEX(shader, texel, TGSI_TEXTURE_2D, tc, sampler);
   ureg_MOV(shader, ureg_writemask(fragment, TGSI_WRITEMASK_W), ureg_src(texel));

   if (include_cc) {
      ureg_TEX(shader, texel, TGSI_TEXTURE_1D, ureg_src(texel), palette);
      for (i = 0; i < 3; ++i)
         ureg_DP4(shader, ureg_writemask(fragment, TGSI_WRITEMASK_X << i), csc[i], ureg_src(texel));
   } else {
      ureg_TEX(shader, ureg_writemask(fragment, TGSI_WRITEMASK_XYZ),
               TGSI_TEXTURE_1D, ureg_src(texel), palette);
   }

   ureg_release_temporary(shader, texel);
   ureg_END(shader);

   return ureg_create_shader_and_destroy(shader, c->pipe);
}
Пример #12
0
/**
 * Make a simple fragment texture shader which reads the texture unit 0 and 1
 * and writes it as depth and stencil, respectively.
 */
void *
util_make_fragment_tex_shader_writedepthstencil(struct pipe_context *pipe,
                                                unsigned tex_target,
                                                unsigned interp_mode)
{
   struct ureg_program *ureg;
   struct ureg_src depth_sampler, stencil_sampler;
   struct ureg_src tex;
   struct ureg_dst out, depth, stencil;
   struct ureg_src imm;

   ureg = ureg_create( TGSI_PROCESSOR_FRAGMENT );
   if (ureg == NULL)
      return NULL;

   depth_sampler = ureg_DECL_sampler( ureg, 0 );
   stencil_sampler = ureg_DECL_sampler( ureg, 1 );

   tex = ureg_DECL_fs_input( ureg,
                             TGSI_SEMANTIC_GENERIC, 0,
                             interp_mode );

   out = ureg_DECL_output( ureg,
                           TGSI_SEMANTIC_COLOR,
                           0 );

   depth = ureg_DECL_output( ureg,
                             TGSI_SEMANTIC_POSITION,
                             0 );

   stencil = ureg_DECL_output( ureg,
                             TGSI_SEMANTIC_STENCIL,
                             0 );

   imm = ureg_imm4f( ureg, 0, 0, 0, 1 );

   ureg_MOV( ureg, out, imm );

   ureg_TEX( ureg,
             ureg_writemask(depth, TGSI_WRITEMASK_Z),
             tex_target, tex, depth_sampler );
   ureg_TEX( ureg,
             ureg_writemask(stencil, TGSI_WRITEMASK_Y),
             tex_target, tex, stencil_sampler );
   ureg_END( ureg );

   return ureg_create_shader_and_destroy( ureg, pipe );
}
static struct ureg_dst
calc_line(struct ureg_program *shader)
{
   struct ureg_dst tmp;
   struct ureg_src pos;

   tmp = ureg_DECL_temporary(shader);

   pos = ureg_DECL_fs_input(shader, TGSI_SEMANTIC_POSITION, VS_O_VPOS, TGSI_INTERPOLATE_LINEAR);

   /*
    * tmp.y = fraction(pos.y / 2) >= 0.5 ? 1 : 0
    */
   ureg_MUL(shader, ureg_writemask(tmp, TGSI_WRITEMASK_Y), pos, ureg_imm1f(shader, 0.5f));
   ureg_FRC(shader, ureg_writemask(tmp, TGSI_WRITEMASK_Y), ureg_src(tmp));
   ureg_SGE(shader, ureg_writemask(tmp, TGSI_WRITEMASK_Y), ureg_src(tmp), ureg_imm1f(shader, 0.5f));

   return tmp;
}
Пример #14
0
static void *
create_frag_shader_video_buffer(struct vl_compositor *c)
{
   struct ureg_program *shader;
   struct ureg_src tc;
   struct ureg_src csc[3];
   struct ureg_src sampler[3];
   struct ureg_dst texel;
   struct ureg_dst fragment;
   unsigned i;

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

   tc = ureg_DECL_fs_input(shader, TGSI_SEMANTIC_GENERIC, VS_O_VTEX, TGSI_INTERPOLATE_LINEAR);
   for (i = 0; i < 3; ++i) {
      csc[i] = ureg_DECL_constant(shader, i);
      sampler[i] = ureg_DECL_sampler(shader, i);
   }
   texel = ureg_DECL_temporary(shader);
   fragment = ureg_DECL_output(shader, TGSI_SEMANTIC_COLOR, 0);

   /*
    * texel.xyz = tex(tc, sampler[i])
    * fragment = csc * texel
    */
   for (i = 0; i < 3; ++i)
      ureg_TEX(shader, ureg_writemask(texel, TGSI_WRITEMASK_X << i), TGSI_TEXTURE_3D, tc, sampler[i]);

   ureg_MOV(shader, ureg_writemask(texel, TGSI_WRITEMASK_W), ureg_imm1f(shader, 1.0f));

   for (i = 0; i < 3; ++i)
      ureg_DP4(shader, ureg_writemask(fragment, TGSI_WRITEMASK_X << i), csc[i], ureg_src(texel));

   ureg_MOV(shader, ureg_writemask(fragment, TGSI_WRITEMASK_W), ureg_imm1f(shader, 1.0f));

   ureg_release_temporary(shader, texel);
   ureg_END(shader);

   return ureg_create_shader_and_destroy(shader, c->pipe);
}
Пример #15
0
/**
 * Make simple fragment texture shader:
 *  IMM {0,0,0,1}                         // (if writemask != 0xf)
 *  MOV OUT[0], IMM[0]                    // (if writemask != 0xf)
 *  TEX OUT[0].writemask, IN[0], SAMP[0], 2D;
 *  END;
 *
 * \param tex_target  one of PIPE_TEXTURE_x
 * \parma interp_mode  either TGSI_INTERPOLATE_LINEAR or PERSPECTIVE
 * \param writemask  mask of TGSI_WRITEMASK_x
 */
void *
util_make_fragment_tex_shader_writemask(struct pipe_context *pipe,
                                        unsigned tex_target,
                                        unsigned interp_mode,
                                        unsigned writemask )
{
   struct ureg_program *ureg;
   struct ureg_src sampler;
   struct ureg_src tex;
   struct ureg_dst out;

   assert(interp_mode == TGSI_INTERPOLATE_LINEAR ||
          interp_mode == TGSI_INTERPOLATE_PERSPECTIVE);

   ureg = ureg_create( TGSI_PROCESSOR_FRAGMENT );
   if (ureg == NULL)
      return NULL;
   
   sampler = ureg_DECL_sampler( ureg, 0 );

   tex = ureg_DECL_fs_input( ureg, 
                             TGSI_SEMANTIC_GENERIC, 0, 
                             interp_mode );

   out = ureg_DECL_output( ureg, 
                           TGSI_SEMANTIC_COLOR,
                           0 );

   if (writemask != TGSI_WRITEMASK_XYZW) {
      struct ureg_src imm = ureg_imm4f( ureg, 0, 0, 0, 1 );

      ureg_MOV( ureg, out, imm );
   }

   ureg_TEX( ureg, 
             ureg_writemask(out, writemask),
             tex_target, tex, sampler );
   ureg_END( ureg );

   return ureg_create_shader_and_destroy( ureg, pipe );
}
static void
mc_frag_shader_callback(void *priv, struct vl_mc *mc,
                        struct ureg_program *shader,
                        unsigned first_input,
                        struct ureg_dst dst)
{
   struct vl_mpeg12_decoder *dec = priv;
   struct ureg_src src, sampler;

   assert(priv && mc);
   assert(shader);

   if (dec->base.entrypoint <= PIPE_VIDEO_ENTRYPOINT_IDCT) {
      struct vl_idct *idct = mc == &dec->mc_y ? &dec->idct_y : &dec->idct_c;
      vl_idct_stage2_frag_shader(idct, shader, first_input, dst);
   } else {
      src = ureg_DECL_fs_input(shader, TGSI_SEMANTIC_GENERIC, first_input, TGSI_INTERPOLATE_LINEAR);
      sampler = ureg_DECL_sampler(shader, 0);
      ureg_TEX(shader, dst, TGSI_TEXTURE_2D, src, sampler);
   }
}
Пример #17
0
static void *
create_frag_shader(struct vl_median_filter *filter,
                   struct vertex2f *offsets,
                   unsigned num_offsets)
{
   struct pipe_screen *screen = filter->pipe->screen;
   struct ureg_program *shader;
   struct ureg_src i_vtex;
   struct ureg_src sampler;
   struct ureg_dst *t_array = MALLOC(sizeof(struct ureg_dst) * num_offsets);
   struct ureg_dst o_fragment;
   const unsigned median = num_offsets >> 1;
   unsigned i, j;

   assert(num_offsets & 1); /* we need an odd number of offsets */
   if (!(num_offsets & 1)) { /* yeah, we REALLY need an odd number of offsets!!! */
      FREE(t_array);
      return NULL;
   }

   if (num_offsets > screen->get_shader_param(
      screen, PIPE_SHADER_FRAGMENT, PIPE_SHADER_CAP_MAX_TEMPS)) {

      FREE(t_array);
      return NULL;
   }

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

   i_vtex = ureg_DECL_fs_input(shader, TGSI_SEMANTIC_GENERIC, VS_O_VTEX, TGSI_INTERPOLATE_LINEAR);
   sampler = ureg_DECL_sampler(shader, 0);
   ureg_DECL_sampler_view(shader, 0, TGSI_TEXTURE_2D,
                          TGSI_RETURN_TYPE_FLOAT,
                          TGSI_RETURN_TYPE_FLOAT,
                          TGSI_RETURN_TYPE_FLOAT,
                          TGSI_RETURN_TYPE_FLOAT);

   for (i = 0; i < num_offsets; ++i)
      t_array[i] = ureg_DECL_temporary(shader);
   o_fragment = ureg_DECL_output(shader, TGSI_SEMANTIC_COLOR, 0);

   /*
    * t_array[0..*] = vtex + offset[0..*]
    * t_array[0..*] = tex(t_array[0..*], sampler)
    * result = partial_bubblesort(t_array)[mid]
    */

   for (i = 0; i < num_offsets; ++i) {
      if (!is_vec_zero(offsets[i])) {
         ureg_ADD(shader, ureg_writemask(t_array[i], TGSI_WRITEMASK_XY),
                  i_vtex, ureg_imm2f(shader, offsets[i].x, offsets[i].y));
         ureg_MOV(shader, ureg_writemask(t_array[i], TGSI_WRITEMASK_ZW),
                  ureg_imm1f(shader, 0.0f));
      }
   }

   for (i = 0; i < num_offsets; ++i) {
      struct ureg_src src = is_vec_zero(offsets[i]) ? i_vtex : ureg_src(t_array[i]);
      ureg_TEX(shader, t_array[i], TGSI_TEXTURE_2D, src, sampler);
   }

   // TODO: Couldn't this be improved even more?
   for (i = 0; i <= median; ++i) {
      for (j = 1; j < (num_offsets - i - 1); ++j) {
         struct ureg_dst tmp = ureg_DECL_temporary(shader);
         ureg_MOV(shader, tmp, ureg_src(t_array[j]));
         ureg_MAX(shader, t_array[j], ureg_src(t_array[j]), ureg_src(t_array[j - 1]));
         ureg_MIN(shader, t_array[j - 1], ureg_src(tmp), ureg_src(t_array[j - 1]));
         ureg_release_temporary(shader, tmp);
      }
      if (i == median)
         ureg_MAX(shader, t_array[j], ureg_src(t_array[j]), ureg_src(t_array[j - 1]));
      else
         ureg_MIN(shader, t_array[j - 1], ureg_src(t_array[j]), ureg_src(t_array[j - 1]));
   }
   ureg_MOV(shader, o_fragment, ureg_src(t_array[median]));

   ureg_END(shader);

   FREE(t_array);
   return ureg_create_shader_and_destroy(shader, filter->pipe);
}
Пример #18
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);
}
Пример #19
0
/**
 * Make simple fragment texture shader:
 *  IMM {0,0,0,1}                         // (if writemask != 0xf)
 *  MOV TEMP[0], IMM[0]                   // (if writemask != 0xf)
 *  TEX TEMP[0].writemask, IN[0], SAMP[0], 2D;
 *   .. optional SINT <-> UINT clamping ..
 *  MOV OUT[0], TEMP[0]
 *  END;
 *
 * \param tex_target  one of PIPE_TEXTURE_x
 * \parma interp_mode  either TGSI_INTERPOLATE_LINEAR or PERSPECTIVE
 * \param writemask  mask of TGSI_WRITEMASK_x
 */
void *
util_make_fragment_tex_shader_writemask(struct pipe_context *pipe,
                                        unsigned tex_target,
                                        unsigned interp_mode,
                                        unsigned writemask,
                                        enum tgsi_return_type stype,
                                        enum tgsi_return_type dtype,
                                        bool load_level_zero,
                                        bool use_txf)
{
   struct ureg_program *ureg;
   struct ureg_src sampler;
   struct ureg_src tex;
   struct ureg_dst temp;
   struct ureg_dst out;

   assert((stype == TGSI_RETURN_TYPE_FLOAT) == (dtype == TGSI_RETURN_TYPE_FLOAT));
   assert(interp_mode == TGSI_INTERPOLATE_LINEAR ||
          interp_mode == TGSI_INTERPOLATE_PERSPECTIVE);

   ureg = ureg_create( PIPE_SHADER_FRAGMENT );
   if (!ureg)
      return NULL;
   
   sampler = ureg_DECL_sampler( ureg, 0 );

   ureg_DECL_sampler_view(ureg, 0, tex_target, stype, stype, stype, stype);

   tex = ureg_DECL_fs_input( ureg, 
                             TGSI_SEMANTIC_GENERIC, 0, 
                             interp_mode );

   out = ureg_DECL_output( ureg, 
                           TGSI_SEMANTIC_COLOR,
                           0 );

   temp = ureg_DECL_temporary(ureg);

   if (writemask != TGSI_WRITEMASK_XYZW) {
      struct ureg_src imm = ureg_imm4f( ureg, 0, 0, 0, 1 );

      ureg_MOV( ureg, out, imm );
   }

   if (tex_target == TGSI_TEXTURE_BUFFER)
      ureg_TXF(ureg,
               ureg_writemask(temp, writemask),
               tex_target, tex, sampler);
   else
      ureg_load_tex(ureg, ureg_writemask(temp, writemask), tex, sampler,
                    tex_target, load_level_zero, use_txf);

   if (stype != dtype) {
      if (stype == TGSI_RETURN_TYPE_SINT) {
         assert(dtype == TGSI_RETURN_TYPE_UINT);

         ureg_IMAX(ureg, temp, ureg_src(temp), ureg_imm1i(ureg, 0));
      } else {
         assert(stype == TGSI_RETURN_TYPE_UINT);
         assert(dtype == TGSI_RETURN_TYPE_SINT);

         ureg_UMIN(ureg, temp, ureg_src(temp), ureg_imm1u(ureg, (1u << 31) - 1));
      }
   }

   ureg_MOV(ureg, out, ureg_src(temp));

   ureg_END( ureg );

   return ureg_create_shader_and_destroy( ureg, pipe );
}
Пример #20
0
/**
 * Called when a new variant is needed, we need to translate
 * the ATI fragment shader to TGSI
 */
enum pipe_error
st_translate_atifs_program(
   struct ureg_program *ureg,
   struct ati_fragment_shader *atifs,
   struct gl_program *program,
   GLuint numInputs,
   const GLuint inputMapping[],
   const ubyte inputSemanticName[],
   const ubyte inputSemanticIndex[],
   const GLuint interpMode[],
   GLuint numOutputs,
   const GLuint outputMapping[],
   const ubyte outputSemanticName[],
   const ubyte outputSemanticIndex[])
{
   enum pipe_error ret = PIPE_OK;

   unsigned pass, i, r;

   struct st_translate translate, *t;
   t = &translate;
   memset(t, 0, sizeof *t);

   t->inputMapping = inputMapping;
   t->outputMapping = outputMapping;
   t->ureg = ureg;
   t->atifs = atifs;

   /*
    * Declare input attributes.
    */
   for (i = 0; i < numInputs; i++) {
      t->inputs[i] = ureg_DECL_fs_input(ureg,
                                        inputSemanticName[i],
                                        inputSemanticIndex[i],
                                        interpMode[i]);
   }

   /*
    * Declare output attributes:
    *  we always have numOutputs=1 and it's FRAG_RESULT_COLOR
    */
   t->outputs[0] = ureg_DECL_output(ureg,
                                    TGSI_SEMANTIC_COLOR,
                                    outputSemanticIndex[0]);

   /* Emit constants and immediates.  Mesa uses a single index space
    * for these, so we put all the translated regs in t->constants.
    */
   if (program->Parameters) {
      t->constants = calloc(program->Parameters->NumParameters,
                            sizeof t->constants[0]);
      if (t->constants == NULL) {
         ret = PIPE_ERROR_OUT_OF_MEMORY;
         goto out;
      }

      for (i = 0; i < program->Parameters->NumParameters; i++) {
         switch (program->Parameters->Parameters[i].Type) {
         case PROGRAM_STATE_VAR:
         case PROGRAM_UNIFORM:
            t->constants[i] = ureg_DECL_constant(ureg, i);
            break;
         case PROGRAM_CONSTANT:
            t->constants[i] =
               ureg_DECL_immediate(ureg,
                                   (const float*)program->Parameters->ParameterValues[i],
                                   4);
            break;
         default:
            break;
         }
      }
   }

   /* texture samplers */
   for (i = 0; i < MAX_NUM_FRAGMENT_REGISTERS_ATI; i++) {
      if (program->SamplersUsed & (1 << i)) {
         t->samplers[i] = ureg_DECL_sampler(ureg, i);
         /* the texture target is still unknown, it will be fixed in the draw call */
         ureg_DECL_sampler_view(ureg, i, TGSI_TEXTURE_2D,
                                TGSI_RETURN_TYPE_FLOAT,
                                TGSI_RETURN_TYPE_FLOAT,
                                TGSI_RETURN_TYPE_FLOAT,
                                TGSI_RETURN_TYPE_FLOAT);
      }
   }

   /* emit instructions */
   for (pass = 0; pass < atifs->NumPasses; pass++) {
      t->current_pass = pass;
      for (r = 0; r < MAX_NUM_FRAGMENT_REGISTERS_ATI; r++) {
         struct atifs_setupinst *texinst = &atifs->SetupInst[pass][r];
         compile_setupinst(t, r, texinst);
      }
      for (i = 0; i < atifs->numArithInstr[pass]; i++) {
         struct atifs_instruction *inst = &atifs->Instructions[pass][i];
         compile_instruction(t, inst);
      }
   }

   finalize_shader(t, atifs->NumPasses);

out:
   free(t->constants);

   if (t->error) {
      debug_printf("%s: translate error flag set\n", __func__);
   }

   return ret;
}
Пример #21
0
void *
util_make_fs_msaa_resolve_bilinear(struct pipe_context *pipe,
                                   enum tgsi_texture_type tgsi_tex,
                                   unsigned nr_samples,
                                   enum tgsi_return_type stype)
{
   struct ureg_program *ureg;
   struct ureg_src sampler, coord;
   struct ureg_dst out, tmp, top, bottom;
   struct ureg_dst tmp_coord[4], tmp_sum[4];
   unsigned i, c;

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

   /* Declarations. */
   sampler = ureg_DECL_sampler(ureg, 0);
   ureg_DECL_sampler_view(ureg, 0, tgsi_tex, stype, stype, stype, stype);
   coord = ureg_DECL_fs_input(ureg, TGSI_SEMANTIC_GENERIC, 0,
                              TGSI_INTERPOLATE_LINEAR);
   out = ureg_DECL_output(ureg, TGSI_SEMANTIC_COLOR, 0);
   for (c = 0; c < 4; c++)
      tmp_sum[c] = ureg_DECL_temporary(ureg);
   for (c = 0; c < 4; c++)
      tmp_coord[c] = ureg_DECL_temporary(ureg);
   tmp = ureg_DECL_temporary(ureg);
   top = ureg_DECL_temporary(ureg);
   bottom = ureg_DECL_temporary(ureg);

   /* Instructions. */
   for (c = 0; c < 4; c++)
      ureg_MOV(ureg, tmp_sum[c], ureg_imm1f(ureg, 0));

   /* Get 4 texture coordinates for the bilinear filter. */
   ureg_F2U(ureg, tmp_coord[0], coord); /* top-left */
   ureg_UADD(ureg, tmp_coord[1], ureg_src(tmp_coord[0]),
             ureg_imm4u(ureg, 1, 0, 0, 0)); /* top-right */
   ureg_UADD(ureg, tmp_coord[2], ureg_src(tmp_coord[0]),
             ureg_imm4u(ureg, 0, 1, 0, 0)); /* bottom-left */
   ureg_UADD(ureg, tmp_coord[3], ureg_src(tmp_coord[0]),
             ureg_imm4u(ureg, 1, 1, 0, 0)); /* bottom-right */

   for (i = 0; i < nr_samples; i++) {
      for (c = 0; c < 4; c++) {
         /* Read one sample. */
         ureg_MOV(ureg, ureg_writemask(tmp_coord[c], TGSI_WRITEMASK_W),
                  ureg_imm1u(ureg, i));
         ureg_TXF(ureg, tmp, tgsi_tex, ureg_src(tmp_coord[c]), sampler);

         if (stype == TGSI_RETURN_TYPE_UINT)
            ureg_U2F(ureg, tmp, ureg_src(tmp));
         else if (stype == TGSI_RETURN_TYPE_SINT)
            ureg_I2F(ureg, tmp, ureg_src(tmp));

         /* Add it to the sum.*/
         ureg_ADD(ureg, tmp_sum[c], ureg_src(tmp_sum[c]), ureg_src(tmp));
      }
   }

   /* Calculate the average. */
   for (c = 0; c < 4; c++)
      ureg_MUL(ureg, tmp_sum[c], ureg_src(tmp_sum[c]),
               ureg_imm1f(ureg, 1.0 / nr_samples));

   /* Take the 4 average values and apply a standard bilinear filter. */
   ureg_FRC(ureg, tmp, coord);

   ureg_LRP(ureg, top,
            ureg_scalar(ureg_src(tmp), 0),
            ureg_src(tmp_sum[1]),
            ureg_src(tmp_sum[0]));

   ureg_LRP(ureg, bottom,
            ureg_scalar(ureg_src(tmp), 0),
            ureg_src(tmp_sum[3]),
            ureg_src(tmp_sum[2]));

   ureg_LRP(ureg, tmp,
            ureg_scalar(ureg_src(tmp), 1),
            ureg_src(bottom),
            ureg_src(top));

   /* Convert to the texture format and return. */
   if (stype == TGSI_RETURN_TYPE_UINT)
      ureg_F2U(ureg, out, ureg_src(tmp));
   else if (stype == TGSI_RETURN_TYPE_SINT)
      ureg_F2I(ureg, out, ureg_src(tmp));
   else
      ureg_MOV(ureg, out, ureg_src(tmp));

   ureg_END(ureg);

   return ureg_create_shader_and_destroy(ureg, pipe);
}
Пример #22
0
static void *
create_frag_shader(struct vl_zscan *zscan)
{
   struct ureg_program *shader;
   struct ureg_src *vtex;

   struct ureg_src samp_src, samp_scan, samp_quant;

   struct ureg_dst *tmp;
   struct ureg_dst quant, fragment;

   unsigned i;

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

   vtex = MALLOC(zscan->num_channels * sizeof(struct ureg_src));
   tmp = MALLOC(zscan->num_channels * sizeof(struct ureg_dst));

   for (i = 0; i < zscan->num_channels; ++i)
      vtex[i] = ureg_DECL_fs_input(shader, TGSI_SEMANTIC_GENERIC, VS_O_VTEX + i, TGSI_INTERPOLATE_LINEAR);

   samp_src = ureg_DECL_sampler(shader, 0);
   samp_scan = ureg_DECL_sampler(shader, 1);
   samp_quant = ureg_DECL_sampler(shader, 2);

   for (i = 0; i < zscan->num_channels; ++i)
      tmp[i] = ureg_DECL_temporary(shader);
   quant = ureg_DECL_temporary(shader);

   fragment = ureg_DECL_output(shader, TGSI_SEMANTIC_COLOR, 0);

   /*
    * tmp.x = tex(vtex, 1)
    * tmp.y = vtex.z
    * fragment = tex(tmp, 0) * quant
    */
   for (i = 0; i < zscan->num_channels; ++i)
      ureg_TEX(shader, ureg_writemask(tmp[i], TGSI_WRITEMASK_X), TGSI_TEXTURE_2D, vtex[i], samp_scan);

   for (i = 0; i < zscan->num_channels; ++i)
      ureg_MOV(shader, ureg_writemask(tmp[i], TGSI_WRITEMASK_Y), ureg_scalar(vtex[i], TGSI_SWIZZLE_W));

   for (i = 0; i < zscan->num_channels; ++i) {
      ureg_TEX(shader, ureg_writemask(tmp[0], TGSI_WRITEMASK_X << i), TGSI_TEXTURE_2D, ureg_src(tmp[i]), samp_src);
      ureg_TEX(shader, ureg_writemask(quant, TGSI_WRITEMASK_X << i), TGSI_TEXTURE_3D, vtex[i], samp_quant);
   }

   ureg_MUL(shader, quant, ureg_src(quant), ureg_imm1f(shader, 16.0f));
   ureg_MUL(shader, fragment, ureg_src(tmp[0]), ureg_src(quant));

   for (i = 0; i < zscan->num_channels; ++i)
      ureg_release_temporary(shader, tmp[i]);
   ureg_END(shader);

   FREE(vtex);
   FREE(tmp);

   return ureg_create_shader_and_destroy(shader, zscan->pipe);
}
Пример #23
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);
}
static void *
create_ycbcr_frag_shader(struct vl_mc *r, float scale, bool invert,
                         vl_mc_ycbcr_frag_shader fs_callback, void *callback_priv)
{
   struct ureg_program *shader;
   struct ureg_src flags;
   struct ureg_dst tmp;
   struct ureg_dst fragment;
   unsigned label;

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

   flags = ureg_DECL_fs_input(shader, TGSI_SEMANTIC_GENERIC, VS_O_FLAGS, TGSI_INTERPOLATE_LINEAR);

   fragment = ureg_DECL_output(shader, TGSI_SEMANTIC_COLOR, 0);

   tmp = calc_line(shader);

   /*
    * if (field == tc.w)
    *    kill();
    * else {
    *    fragment.xyz  = tex(tc, sampler) * scale + tc.z
    *    fragment.w = 1.0f
    * }
    */

   ureg_SEQ(shader, ureg_writemask(tmp, TGSI_WRITEMASK_Y),
            ureg_scalar(flags, TGSI_SWIZZLE_W), ureg_src(tmp));

   ureg_IF(shader, ureg_scalar(ureg_src(tmp), TGSI_SWIZZLE_Y), &label);

      ureg_KILP(shader);

   ureg_fixup_label(shader, label, ureg_get_instruction_number(shader));
   ureg_ELSE(shader, &label);

      fs_callback(callback_priv, r, shader, VS_O_VTEX, tmp);

      if (scale != 1.0f)
         ureg_MAD(shader, ureg_writemask(tmp, TGSI_WRITEMASK_XYZ),
                  ureg_src(tmp), ureg_imm1f(shader, scale),
                  ureg_scalar(flags, TGSI_SWIZZLE_Z));
      else
         ureg_ADD(shader, ureg_writemask(tmp, TGSI_WRITEMASK_XYZ),
                  ureg_src(tmp), ureg_scalar(flags, TGSI_SWIZZLE_Z));
                  
      ureg_MUL(shader, ureg_writemask(fragment, TGSI_WRITEMASK_XYZ), ureg_src(tmp), ureg_imm1f(shader, invert ? -1.0f : 1.0f));
      ureg_MOV(shader, ureg_writemask(fragment, TGSI_WRITEMASK_W), ureg_imm1f(shader, 1.0f));

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

   ureg_release_temporary(shader, tmp);

   ureg_END(shader);

   return ureg_create_shader_and_destroy(shader, r->pipe);
}
Пример #25
0
static void *
create_fs(struct pipe_context *pipe, unsigned fs_traits)
{
    struct ureg_program *ureg;
    struct ureg_src /*dst_sampler, */ src_sampler, mask_sampler;
    struct ureg_src /*dst_pos, */ src_input, mask_pos;
    struct ureg_dst src, mask;
    struct ureg_dst out;
    struct ureg_src imm0 = { 0 };
    unsigned has_mask = (fs_traits & FS_MASK) != 0;
    unsigned is_fill = (fs_traits & FS_FILL) != 0;
    unsigned is_composite = (fs_traits & FS_COMPOSITE) != 0;
    unsigned is_solid = (fs_traits & FS_SOLID_FILL) != 0;
    unsigned is_lingrad = (fs_traits & FS_LINGRAD_FILL) != 0;
    unsigned is_radgrad = (fs_traits & FS_RADGRAD_FILL) != 0;
    unsigned comp_alpha_mask = fs_traits & FS_COMPONENT_ALPHA;
    unsigned is_yuv = (fs_traits & FS_YUV) != 0;
    unsigned src_repeat_none = (fs_traits & FS_SRC_REPEAT_NONE) != 0;
    unsigned mask_repeat_none = (fs_traits & FS_MASK_REPEAT_NONE) != 0;
    unsigned src_swizzle = (fs_traits & FS_SRC_SWIZZLE_RGB) != 0;
    unsigned mask_swizzle = (fs_traits & FS_MASK_SWIZZLE_RGB) != 0;
    unsigned src_set_alpha = (fs_traits & FS_SRC_SET_ALPHA) != 0;
    unsigned mask_set_alpha = (fs_traits & FS_MASK_SET_ALPHA) != 0;
    unsigned src_luminance = (fs_traits & FS_SRC_LUMINANCE) != 0;
    unsigned mask_luminance = (fs_traits & FS_MASK_LUMINANCE) != 0;
    unsigned dst_luminance = (fs_traits & FS_DST_LUMINANCE) != 0;

#if 0
    print_fs_traits(fs_traits);
#else
    (void)print_fs_traits;
#endif

    ureg = ureg_create(TGSI_PROCESSOR_FRAGMENT);
    if (ureg == NULL)
	return 0;

    /* it has to be either a fill, a composite op or a yuv conversion */
    debug_assert((is_fill ^ is_composite) ^ is_yuv);
    (void)is_yuv;

    out = ureg_DECL_output(ureg, TGSI_SEMANTIC_COLOR, 0);

    if (src_repeat_none || mask_repeat_none ||
	src_set_alpha || mask_set_alpha || src_luminance) {
	imm0 = ureg_imm4f(ureg, 0, 0, 0, 1);
    }
    if (is_composite) {
	src_sampler = ureg_DECL_sampler(ureg, 0);
	src_input = ureg_DECL_fs_input(ureg,
				       TGSI_SEMANTIC_GENERIC, 0,
				       TGSI_INTERPOLATE_PERSPECTIVE);
    } else if (is_fill) {
	if (is_solid)
	    src_input = ureg_DECL_fs_input(ureg,
					   TGSI_SEMANTIC_COLOR, 0,
					   TGSI_INTERPOLATE_PERSPECTIVE);
	else
	    src_input = ureg_DECL_fs_input(ureg,
					   TGSI_SEMANTIC_POSITION, 0,
					   TGSI_INTERPOLATE_PERSPECTIVE);
    } else {
	debug_assert(is_yuv);
	return create_yuv_shader(pipe, ureg);
    }

    if (has_mask) {
	mask_sampler = ureg_DECL_sampler(ureg, 1);
	mask_pos = ureg_DECL_fs_input(ureg,
				      TGSI_SEMANTIC_GENERIC, 1,
				      TGSI_INTERPOLATE_PERSPECTIVE);
    }
#if 0				/* unused right now */
    dst_sampler = ureg_DECL_sampler(ureg, 2);
    dst_pos = ureg_DECL_fs_input(ureg,
				 TGSI_SEMANTIC_POSITION, 2,
				 TGSI_INTERPOLATE_PERSPECTIVE);
#endif

    if (is_composite) {
	if (has_mask || src_luminance || dst_luminance)
	    src = ureg_DECL_temporary(ureg);
	else
	    src = out;
	xrender_tex(ureg, src, src_input, src_sampler, imm0,
		    src_repeat_none, src_swizzle, src_set_alpha);
    } else if (is_fill) {
	if (is_solid) {
	    if (has_mask || src_luminance || dst_luminance)
		src = ureg_dst(src_input);
	    else
		ureg_MOV(ureg, out, src_input);
	} else if (is_lingrad || is_radgrad) {
	    struct ureg_src coords, const0124, matrow0, matrow1, matrow2;

	    if (has_mask || src_luminance || dst_luminance)
		src = ureg_DECL_temporary(ureg);
	    else
		src = out;

	    coords = ureg_DECL_constant(ureg, 0);
	    const0124 = ureg_DECL_constant(ureg, 1);
	    matrow0 = ureg_DECL_constant(ureg, 2);
	    matrow1 = ureg_DECL_constant(ureg, 3);
	    matrow2 = ureg_DECL_constant(ureg, 4);

	    if (is_lingrad) {
		linear_gradient(ureg, src,
				src_input, src_sampler,
				coords, const0124, matrow0, matrow1, matrow2);
	    } else if (is_radgrad) {
		radial_gradient(ureg, src,
				src_input, src_sampler,
				coords, const0124, matrow0, matrow1, matrow2);
	    }
	} else
	    debug_assert(!"Unknown fill type!");
    }
    if (src_luminance) {
	ureg_MOV(ureg, src, ureg_scalar(ureg_src(src), TGSI_SWIZZLE_X));
	ureg_MOV(ureg, ureg_writemask(src, TGSI_WRITEMASK_XYZ),
		 ureg_scalar(imm0, TGSI_SWIZZLE_X));
	if (!has_mask && !dst_luminance)
	    ureg_MOV(ureg, out, ureg_src(src));
    }

    if (has_mask) {
	mask = ureg_DECL_temporary(ureg);
	xrender_tex(ureg, mask, mask_pos, mask_sampler, imm0,
		    mask_repeat_none, mask_swizzle, mask_set_alpha);
	/* src IN mask */

	src_in_mask(ureg, (dst_luminance) ? src : out, ureg_src(src),
		    ureg_src(mask),
		    comp_alpha_mask, mask_luminance);

	ureg_release_temporary(ureg, mask);
    }

    if (dst_luminance) {
	/*
	 * Make sure the alpha channel goes into the output L8 surface.
	 */
	ureg_MOV(ureg, out, ureg_scalar(ureg_src(src), TGSI_SWIZZLE_W));
    }

    ureg_END(ureg);

    return ureg_create_shader_and_destroy(ureg, pipe);
}
Пример #26
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);
}
Пример #27
0
/**
 * Translate Mesa program to TGSI format.
 * \param program  the program to translate
 * \param numInputs  number of input registers used
 * \param inputMapping  maps Mesa fragment program inputs to TGSI generic
 *                      input indexes
 * \param inputSemanticName  the TGSI_SEMANTIC flag for each input
 * \param inputSemanticIndex  the semantic index (ex: which texcoord) for
 *                            each input
 * \param interpMode  the TGSI_INTERPOLATE_LINEAR/PERSP mode for each input
 * \param numOutputs  number of output registers used
 * \param outputMapping  maps Mesa fragment program outputs to TGSI
 *                       generic outputs
 * \param outputSemanticName  the TGSI_SEMANTIC flag for each output
 * \param outputSemanticIndex  the semantic index (ex: which texcoord) for
 *                             each output
 *
 * \return  PIPE_OK or PIPE_ERROR_OUT_OF_MEMORY
 */
enum pipe_error
st_translate_mesa_program(
   struct gl_context *ctx,
   uint procType,
   struct ureg_program *ureg,
   const struct gl_program *program,
   GLuint numInputs,
   const GLuint inputMapping[],
   const ubyte inputSemanticName[],
   const ubyte inputSemanticIndex[],
   const GLuint interpMode[],
   GLuint numOutputs,
   const GLuint outputMapping[],
   const ubyte outputSemanticName[],
   const ubyte outputSemanticIndex[],
   boolean passthrough_edgeflags,
   boolean clamp_color)
{
   struct st_translate translate, *t;
   unsigned i;
   enum pipe_error ret = PIPE_OK;

   assert(numInputs <= ARRAY_SIZE(t->inputs));
   assert(numOutputs <= ARRAY_SIZE(t->outputs));

   t = &translate;
   memset(t, 0, sizeof *t);

   t->procType = procType;
   t->inputMapping = inputMapping;
   t->outputMapping = outputMapping;
   t->ureg = ureg;

   /*_mesa_print_program(program);*/

   /*
    * Declare input attributes.
    */
   if (procType == TGSI_PROCESSOR_FRAGMENT) {
      for (i = 0; i < numInputs; i++) {
         t->inputs[i] = ureg_DECL_fs_input(ureg,
                                           inputSemanticName[i],
                                           inputSemanticIndex[i],
                                           interpMode[i]);
      }

      if (program->InputsRead & VARYING_BIT_POS) {
         /* Must do this after setting up t->inputs, and before
          * emitting constant references, below:
          */
         emit_wpos(st_context(ctx), t, program, ureg);
      }

      if (program->InputsRead & VARYING_BIT_FACE) {
         emit_face_var( t, program );
      }

      /*
       * Declare output attributes.
       */
      for (i = 0; i < numOutputs; i++) {
         switch (outputSemanticName[i]) {
         case TGSI_SEMANTIC_POSITION:
            t->outputs[i] = ureg_DECL_output( ureg,
                                              TGSI_SEMANTIC_POSITION, /* Z / Depth */
                                              outputSemanticIndex[i] );

            t->outputs[i] = ureg_writemask( t->outputs[i],
                                            TGSI_WRITEMASK_Z );
            break;
         case TGSI_SEMANTIC_STENCIL:
            t->outputs[i] = ureg_DECL_output( ureg,
                                              TGSI_SEMANTIC_STENCIL, /* Stencil */
                                              outputSemanticIndex[i] );
            t->outputs[i] = ureg_writemask( t->outputs[i],
                                            TGSI_WRITEMASK_Y );
            break;
         case TGSI_SEMANTIC_COLOR:
            t->outputs[i] = ureg_DECL_output( ureg,
                                              TGSI_SEMANTIC_COLOR,
                                              outputSemanticIndex[i] );
            break;
         default:
            debug_assert(0);
            return 0;
         }
      }
   }
   else if (procType == TGSI_PROCESSOR_GEOMETRY) {
      for (i = 0; i < numInputs; i++) {
         t->inputs[i] = ureg_DECL_input(ureg,
                                        inputSemanticName[i],
                                        inputSemanticIndex[i], 0, 1);
      }

      for (i = 0; i < numOutputs; i++) {
         t->outputs[i] = ureg_DECL_output( ureg,
                                           outputSemanticName[i],
                                           outputSemanticIndex[i] );
      }
   }
   else {
      assert(procType == TGSI_PROCESSOR_VERTEX);

      for (i = 0; i < numInputs; i++) {
         t->inputs[i] = ureg_DECL_vs_input(ureg, i);
      }

      for (i = 0; i < numOutputs; i++) {
         t->outputs[i] = ureg_DECL_output( ureg,
                                           outputSemanticName[i],
                                           outputSemanticIndex[i] );
         if (outputSemanticName[i] == TGSI_SEMANTIC_FOG) {
            /* force register to contain a fog coordinate in the form (F, 0, 0, 1). */
            ureg_MOV(ureg,
                     ureg_writemask(t->outputs[i], TGSI_WRITEMASK_YZW),
                     ureg_imm4f(ureg, 0.0f, 0.0f, 0.0f, 1.0f));
            t->outputs[i] = ureg_writemask(t->outputs[i], TGSI_WRITEMASK_X);
	 }
      }
      if (passthrough_edgeflags)
         emit_edgeflags( t, program );
   }

   /* Declare address register.
    */
   if (program->NumAddressRegs > 0) {
      debug_assert( program->NumAddressRegs == 1 );
      t->address[0] = ureg_DECL_address( ureg );
   }

   /* Declare misc input registers
    */
   {
      GLbitfield sysInputs = program->SystemValuesRead;
      unsigned numSys = 0;
      for (i = 0; sysInputs; i++) {
         if (sysInputs & (1 << i)) {
            unsigned semName = _mesa_sysval_to_semantic[i];
            t->systemValues[i] = ureg_DECL_system_value(ureg, numSys, semName, 0);
            if (semName == TGSI_SEMANTIC_INSTANCEID ||
                semName == TGSI_SEMANTIC_VERTEXID) {
               /* From Gallium perspective, these system values are always
                * integer, and require native integer support.  However, if
                * native integer is supported on the vertex stage but not the
                * pixel stage (e.g, i915g + draw), Mesa will generate IR that
                * assumes these system values are floats. To resolve the
                * inconsistency, we insert a U2F.
                */
               struct st_context *st = st_context(ctx);
               struct pipe_screen *pscreen = st->pipe->screen;
               assert(procType == TGSI_PROCESSOR_VERTEX);
               assert(pscreen->get_shader_param(pscreen, PIPE_SHADER_VERTEX, PIPE_SHADER_CAP_INTEGERS));
               (void) pscreen;  /* silence non-debug build warnings */
               if (!ctx->Const.NativeIntegers) {
                  struct ureg_dst temp = ureg_DECL_local_temporary(t->ureg);
                  ureg_U2F( t->ureg, ureg_writemask(temp, TGSI_WRITEMASK_X), t->systemValues[i]);
                  t->systemValues[i] = ureg_scalar(ureg_src(temp), 0);
               }
            }
            numSys++;
            sysInputs &= ~(1 << i);
         }
      }
   }

   if (program->IndirectRegisterFiles & (1 << PROGRAM_TEMPORARY)) {
      /* If temps are accessed with indirect addressing, declare temporaries
       * in sequential order.  Else, we declare them on demand elsewhere.
       */
      for (i = 0; i < program->NumTemporaries; i++) {
         /* XXX use TGSI_FILE_TEMPORARY_ARRAY when it's supported by ureg */
         t->temps[i] = ureg_DECL_temporary( t->ureg );
      }
   }

   /* Emit constants and immediates.  Mesa uses a single index space
    * for these, so we put all the translated regs in t->constants.
    */
   if (program->Parameters) {
      t->constants = calloc( program->Parameters->NumParameters,
                             sizeof t->constants[0] );
      if (t->constants == NULL) {
         ret = PIPE_ERROR_OUT_OF_MEMORY;
         goto out;
      }

      for (i = 0; i < program->Parameters->NumParameters; i++) {
         switch (program->Parameters->Parameters[i].Type) {
         case PROGRAM_STATE_VAR:
         case PROGRAM_UNIFORM:
            t->constants[i] = ureg_DECL_constant( ureg, i );
            break;

            /* Emit immediates only when there's no indirect addressing of
             * the const buffer.
             * FIXME: Be smarter and recognize param arrays:
             * indirect addressing is only valid within the referenced
             * array.
             */
         case PROGRAM_CONSTANT:
            if (program->IndirectRegisterFiles & PROGRAM_ANY_CONST)
               t->constants[i] = ureg_DECL_constant( ureg, i );
            else
               t->constants[i] = 
                  ureg_DECL_immediate( ureg,
                                       (const float*) program->Parameters->ParameterValues[i],
                                       4 );
            break;
         default:
            break;
         }
      }
   }

   /* texture samplers */
   for (i = 0; i < ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxTextureImageUnits; i++) {
      if (program->SamplersUsed & (1 << i)) {
         t->samplers[i] = ureg_DECL_sampler( ureg, i );
      }
   }

   /* Emit each instruction in turn:
    */
   for (i = 0; i < program->NumInstructions; i++) {
      set_insn_start( t, ureg_get_instruction_number( ureg ));
      compile_instruction( ctx, t, &program->Instructions[i], clamp_color );
   }

   /* Fix up all emitted labels:
    */
   for (i = 0; i < t->labels_count; i++) {
      ureg_fixup_label( ureg,
                        t->labels[i].token,
                        t->insn[t->labels[i].branch_target] );
   }

out:
   free(t->insn);
   free(t->labels);
   free(t->constants);

   if (t->error) {
      debug_printf("%s: translate error flag set\n", __func__);
   }

   return ret;
}
Пример #28
0
static void *
combine_shaders(const struct shader_asm_info *shaders[SHADER_STAGES], int num_shaders,
                struct pipe_context *pipe,
                struct pipe_shader_state *shader)
{
   VGboolean declare_input = VG_FALSE;
   VGint start_const   = -1, end_const   = 0;
   VGint start_temp    = -1, end_temp    = 0;
   VGint start_sampler = -1, end_sampler = 0;
   VGint i, current_shader = 0;
   VGint num_consts, num_temps, num_samplers;
   struct ureg_program *ureg;
   struct ureg_src in[2];
   struct ureg_src *sampler = NULL;
   struct ureg_src *constant = NULL;
   struct ureg_dst out, *temp = NULL;
   void *p = NULL;

   for (i = 0; i < num_shaders; ++i) {
      if (shaders[i]->num_consts)
         start_const = range_min(start_const, shaders[i]->start_const);
      if (shaders[i]->num_temps)
         start_temp = range_min(start_temp, shaders[i]->start_temp);
      if (shaders[i]->num_samplers)
         start_sampler = range_min(start_sampler, shaders[i]->start_sampler);

      end_const = range_max(end_const, shaders[i]->start_const +
                            shaders[i]->num_consts);
      end_temp = range_max(end_temp, shaders[i]->start_temp +
                            shaders[i]->num_temps);
      end_sampler = range_max(end_sampler, shaders[i]->start_sampler +
                            shaders[i]->num_samplers);
      if (shaders[i]->needs_position)
         declare_input = VG_TRUE;
   }
   /* if they're still unitialized, initialize them */
   if (start_const < 0)
      start_const = 0;
   if (start_temp < 0)
      start_temp = 0;
   if (start_sampler < 0)
       start_sampler = 0;

   num_consts   = end_const   - start_const;
   num_temps    = end_temp    - start_temp;
   num_samplers = end_sampler - start_sampler;

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

   if (declare_input) {
      in[0] = ureg_DECL_fs_input(ureg,
                                 TGSI_SEMANTIC_POSITION,
                                 0,
                                 TGSI_INTERPOLATE_LINEAR);
      in[1] = ureg_DECL_fs_input(ureg,
                                 TGSI_SEMANTIC_GENERIC,
                                 0,
                                 TGSI_INTERPOLATE_PERSPECTIVE);
   }

   /* we always have a color output */
   out = ureg_DECL_output(ureg, TGSI_SEMANTIC_COLOR, 0);

   if (num_consts >= 1) {
      constant = (struct ureg_src *) malloc(sizeof(struct ureg_src) * end_const);
      for (i = start_const; i < end_const; i++) {
         constant[i] = ureg_DECL_constant(ureg, i);
      }

   }

   if (num_temps >= 1) {
      temp = (struct ureg_dst *) malloc(sizeof(struct ureg_dst) * end_temp);
      for (i = start_temp; i < end_temp; i++) {
         temp[i] = ureg_DECL_temporary(ureg);
      }
   }

   if (num_samplers >= 1) {
      sampler = (struct ureg_src *) malloc(sizeof(struct ureg_src) * end_sampler);
      for (i = start_sampler; i < end_sampler; i++) {
         sampler[i] = ureg_DECL_sampler(ureg, i);
      }
   }

   while (current_shader < num_shaders) {
      if ((current_shader + 1) == num_shaders) {
         shaders[current_shader]->func(ureg,
                                       &out,
                                       in,
                                       sampler,
                                       temp,
                                       constant);
      } else {
         shaders[current_shader]->func(ureg,
                                      &temp[0],
                                      in,
                                      sampler,
                                      temp,
                                      constant);
      }
      current_shader++;
   }

   ureg_END(ureg);

   shader->tokens = ureg_finalize(ureg);
   if(!shader->tokens)
      return NULL;

   p = pipe->create_fs_state(pipe, shader);
   ureg_destroy(ureg);

   if (num_temps >= 1) {
      for (i = start_temp; i < end_temp; i++) {
         ureg_release_temporary(ureg, temp[i]);
      }
   }

   if (temp)
      free(temp);
   if (constant)
      free(constant);
   if (sampler)
      free(sampler);

   return p;
}
Пример #29
0
static void *
create_stage1_frag_shader(struct vl_idct *idct)
{
    struct ureg_program *shader;

    struct ureg_src l_addr[2], r_addr[2];

    struct ureg_dst l[4][2], r[2];
    struct ureg_dst *fragment;

    int i, j;

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

    fragment = MALLOC(idct->nr_of_render_targets * sizeof(struct ureg_dst));

    l_addr[0] = ureg_DECL_fs_input(shader, TGSI_SEMANTIC_GENERIC, VS_O_L_ADDR0, TGSI_INTERPOLATE_LINEAR);
    l_addr[1] = ureg_DECL_fs_input(shader, TGSI_SEMANTIC_GENERIC, VS_O_L_ADDR1, TGSI_INTERPOLATE_LINEAR);

    r_addr[0] = ureg_DECL_fs_input(shader, TGSI_SEMANTIC_GENERIC, VS_O_R_ADDR0, TGSI_INTERPOLATE_LINEAR);
    r_addr[1] = ureg_DECL_fs_input(shader, TGSI_SEMANTIC_GENERIC, VS_O_R_ADDR1, TGSI_INTERPOLATE_LINEAR);

    for (i = 0; i < idct->nr_of_render_targets; ++i)
        fragment[i] = ureg_DECL_output(shader, TGSI_SEMANTIC_COLOR, i);

    for (i = 0; i < 4; ++i) {
        l[i][0] = ureg_DECL_temporary(shader);
        l[i][1] = ureg_DECL_temporary(shader);
    }

    r[0] = ureg_DECL_temporary(shader);
    r[1] = ureg_DECL_temporary(shader);

    for (i = 0; i < 4; ++i) {
        increment_addr(shader, l[i], l_addr, false, false, i - 2, idct->buffer_height);
    }

    for (i = 0; i < 4; ++i) {
        struct ureg_src s_addr[2];
        s_addr[0] = ureg_src(l[i][0]);
        s_addr[1] = ureg_src(l[i][1]);
        fetch_four(shader, l[i], s_addr, ureg_DECL_sampler(shader, 0), false);
    }

    for (i = 0; i < idct->nr_of_render_targets; ++i) {
        struct ureg_src s_addr[2];

        increment_addr(shader, r, r_addr, true, true, i - (signed)idct->nr_of_render_targets / 2, VL_BLOCK_HEIGHT);

        s_addr[0] = ureg_src(r[0]);
        s_addr[1] = ureg_src(r[1]);
        fetch_four(shader, r, s_addr, ureg_DECL_sampler(shader, 1), false);

        for (j = 0; j < 4; ++j) {
            matrix_mul(shader, ureg_writemask(fragment[i], TGSI_WRITEMASK_X << j), l[j], r);
        }
    }

    for (i = 0; i < 4; ++i) {
        ureg_release_temporary(shader, l[i][0]);
        ureg_release_temporary(shader, l[i][1]);
    }
    ureg_release_temporary(shader, r[0]);
    ureg_release_temporary(shader, r[1]);

    ureg_END(shader);

    FREE(fragment);

    return ureg_create_shader_and_destroy(shader, idct->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);
}