示例#1
0
文件: vl_idct.c 项目: kallisti5/mesa
static void
fetch_four(struct ureg_program *shader, struct ureg_dst m[2], struct ureg_src addr[2],
           struct ureg_src sampler, bool resource3d)
{
    ureg_TEX(shader, m[0], resource3d ? TGSI_TEXTURE_3D : TGSI_TEXTURE_2D, addr[0], sampler);
    ureg_TEX(shader, m[1], resource3d ? TGSI_TEXTURE_3D : TGSI_TEXTURE_2D, addr[1], sampler);
}
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);
}
示例#3
0
static INLINE void
xrender_tex(struct ureg_program *ureg,
	    struct ureg_dst dst,
	    struct ureg_src coords,
	    struct ureg_src sampler,
	    struct ureg_src imm0,
	    boolean repeat_none, boolean swizzle, boolean set_alpha)
{
    if (repeat_none) {
	struct ureg_dst tmp0 = ureg_DECL_temporary(ureg);
	struct ureg_dst tmp1 = ureg_DECL_temporary(ureg);

	ureg_SGT(ureg, tmp1, ureg_swizzle(coords,
					  TGSI_SWIZZLE_X,
					  TGSI_SWIZZLE_Y,
					  TGSI_SWIZZLE_X,
					  TGSI_SWIZZLE_Y), ureg_scalar(imm0,
								       TGSI_SWIZZLE_X));
	ureg_SLT(ureg, tmp0,
		 ureg_swizzle(coords, TGSI_SWIZZLE_X, TGSI_SWIZZLE_Y,
			      TGSI_SWIZZLE_X, TGSI_SWIZZLE_Y), ureg_scalar(imm0,
									   TGSI_SWIZZLE_W));
	ureg_MIN(ureg, tmp0, ureg_src(tmp0), ureg_src(tmp1));
	ureg_MIN(ureg, tmp0, ureg_scalar(ureg_src(tmp0), TGSI_SWIZZLE_X),
		 ureg_scalar(ureg_src(tmp0), TGSI_SWIZZLE_Y));
	ureg_TEX(ureg, tmp1, TGSI_TEXTURE_2D, coords, sampler);
	if (swizzle)
	    ureg_MOV(ureg, tmp1, ureg_swizzle(ureg_src(tmp1),
					      TGSI_SWIZZLE_Z,
					      TGSI_SWIZZLE_Y, TGSI_SWIZZLE_X,
					      TGSI_SWIZZLE_W));
	if (set_alpha)
	    ureg_MOV(ureg,
		     ureg_writemask(tmp1, TGSI_WRITEMASK_W),
		     ureg_scalar(imm0, TGSI_SWIZZLE_W));
	ureg_MUL(ureg, dst, ureg_src(tmp1), ureg_src(tmp0));
	ureg_release_temporary(ureg, tmp0);
	ureg_release_temporary(ureg, tmp1);
    } else {
	if (swizzle) {
	    struct ureg_dst tmp = ureg_DECL_temporary(ureg);

	    ureg_TEX(ureg, tmp, TGSI_TEXTURE_2D, coords, sampler);
	    ureg_MOV(ureg, dst, ureg_swizzle(ureg_src(tmp),
					     TGSI_SWIZZLE_Z,
					     TGSI_SWIZZLE_Y, TGSI_SWIZZLE_X,
					     TGSI_SWIZZLE_W));
	    ureg_release_temporary(ureg, tmp);
	} else {
	    ureg_TEX(ureg, dst, TGSI_TEXTURE_2D, coords, sampler);
	}
	if (set_alpha)
	    ureg_MOV(ureg,
		     ureg_writemask(dst, TGSI_WRITEMASK_W),
		     ureg_scalar(imm0, TGSI_SWIZZLE_W));
    }
}
示例#4
0
文件: xa_tgsi.c 项目: nikai3d/mesa
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);
}
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);
}
/**
 * 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 );
}
示例#7
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);
}
示例#8
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);
}
示例#9
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);
}
示例#10
0
static void
linear_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(temp4, TGSI_WRITEMASK_X), ureg_src(temp1));
    ureg_MOV(ureg, ureg_writemask(temp4, TGSI_WRITEMASK_Y), ureg_src(temp2));

    ureg_MUL(ureg, temp0,
	     ureg_scalar(coords, TGSI_SWIZZLE_Y),
	     ureg_scalar(ureg_src(temp4), TGSI_SWIZZLE_Y));
    ureg_MAD(ureg, temp1,
	     ureg_scalar(coords, TGSI_SWIZZLE_X),
	     ureg_scalar(ureg_src(temp4), TGSI_SWIZZLE_X), ureg_src(temp0));

    ureg_MUL(ureg, temp2, ureg_src(temp1), ureg_scalar(coords, TGSI_SWIZZLE_Z));

    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);
}
示例#11
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);
}
示例#12
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);
   }
}
示例#14
0
static void
ureg_load_tex(struct ureg_program *ureg, struct ureg_dst out,
              struct ureg_src coord, struct ureg_src sampler,
              unsigned tex_target, bool load_level_zero, bool use_txf)
{
   if (use_txf) {
      struct ureg_dst temp = ureg_DECL_temporary(ureg);

      ureg_F2I(ureg, temp, coord);

      if (load_level_zero)
         ureg_TXF_LZ(ureg, out, tex_target, ureg_src(temp), sampler);
      else
         ureg_TXF(ureg, out, tex_target, ureg_src(temp), sampler);
   } else {
      if (load_level_zero)
         ureg_TEX_LZ(ureg, out, tex_target, coord, sampler);
      else
         ureg_TEX(ureg, out, tex_target, coord, sampler);
   }
}
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);
}
示例#16
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);
}
示例#17
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);
}
示例#18
0
文件: vl_zscan.c 项目: airlied/mesa
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);
}
示例#19
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);
}