1 /**************************************************************************
3 * Copyright 2008 VMware, Inc.
5 * Copyright 2009 Marek Olšák <maraeo@gmail.com>
7 * Permission is hereby granted, free of charge, to any person obtaining a
8 * copy of this software and associated documentation files (the
9 * "Software"), to deal in the Software without restriction, including
10 * without limitation the rights to use, copy, modify, merge, publish,
11 * distribute, sub license, and/or sell copies of the Software, and to
12 * permit persons to whom the Software is furnished to do so, subject to
13 * the following conditions:
15 * The above copyright notice and this permission notice (including the
16 * next paragraph) shall be included in all copies or substantial portions
19 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
20 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
21 * MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT.
22 * IN NO EVENT SHALL VMWARE AND/OR ITS SUPPLIERS BE LIABLE FOR
23 * ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
24 * TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
25 * SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
27 **************************************************************************/
31 * Simple vertex/fragment shader generators.
38 #include "pipe/p_context.h"
39 #include "pipe/p_shader_tokens.h"
40 #include "pipe/p_state.h"
41 #include "util/u_simple_shaders.h"
42 #include "util/u_debug.h"
43 #include "util/u_memory.h"
44 #include "util/u_string.h"
45 #include "tgsi/tgsi_dump.h"
46 #include "tgsi/tgsi_strings.h"
47 #include "tgsi/tgsi_ureg.h"
48 #include "tgsi/tgsi_text.h"
49 #include <stdio.h> /* include last */
54 * Make simple vertex pass-through shader.
55 * \param num_attribs number of attributes to pass through
56 * \param semantic_names array of semantic names for each attribute
57 * \param semantic_indexes array of semantic indexes for each attribute
60 util_make_vertex_passthrough_shader(struct pipe_context
*pipe
,
62 const enum tgsi_semantic
*semantic_names
,
63 const uint
*semantic_indexes
,
66 return util_make_vertex_passthrough_shader_with_so(pipe
, num_attribs
,
69 window_space
, false, NULL
);
73 util_make_vertex_passthrough_shader_with_so(struct pipe_context
*pipe
,
75 const enum tgsi_semantic
*semantic_names
,
76 const uint
*semantic_indexes
,
77 bool window_space
, bool layered
,
78 const struct pipe_stream_output_info
*so
)
80 struct ureg_program
*ureg
;
83 ureg
= ureg_create( PIPE_SHADER_VERTEX
);
88 ureg_property(ureg
, TGSI_PROPERTY_VS_WINDOW_SPACE_POSITION
, TRUE
);
90 for (i
= 0; i
< num_attribs
; i
++) {
94 src
= ureg_DECL_vs_input( ureg
, i
);
96 dst
= ureg_DECL_output( ureg
,
100 ureg_MOV( ureg
, dst
, src
);
104 struct ureg_src instance_id
=
105 ureg_DECL_system_value(ureg
, TGSI_SEMANTIC_INSTANCEID
, 0);
106 struct ureg_dst layer
= ureg_DECL_output(ureg
, TGSI_SEMANTIC_LAYER
, 0);
108 ureg_MOV(ureg
, ureg_writemask(layer
, TGSI_WRITEMASK_X
),
109 ureg_scalar(instance_id
, TGSI_SWIZZLE_X
));
114 return ureg_create_shader_with_so_and_destroy( ureg
, pipe
, so
);
118 void *util_make_layered_clear_vertex_shader(struct pipe_context
*pipe
)
120 const enum tgsi_semantic semantic_names
[] = {TGSI_SEMANTIC_POSITION
,
121 TGSI_SEMANTIC_GENERIC
};
122 const unsigned semantic_indices
[] = {0, 0};
124 return util_make_vertex_passthrough_shader_with_so(pipe
, 2, semantic_names
,
125 semantic_indices
, false,
130 * Takes position and color, and outputs position, color, and instance id.
132 void *util_make_layered_clear_helper_vertex_shader(struct pipe_context
*pipe
)
134 static const char text
[] =
138 "DCL SV[0], INSTANCEID\n"
139 "DCL OUT[0], POSITION\n"
140 "DCL OUT[1], GENERIC[0]\n"
141 "DCL OUT[2], GENERIC[1]\n"
143 "MOV OUT[0], IN[0]\n"
144 "MOV OUT[1], IN[1]\n"
145 "MOV OUT[2].x, SV[0].xxxx\n"
147 struct tgsi_token tokens
[1000];
148 struct pipe_shader_state state
;
150 if (!tgsi_text_translate(text
, tokens
, ARRAY_SIZE(tokens
))) {
154 pipe_shader_state_from_tgsi(&state
, tokens
);
155 return pipe
->create_vs_state(pipe
, &state
);
159 * Takes position, color, and target layer, and emits vertices on that target
160 * layer, with the specified color.
162 void *util_make_layered_clear_geometry_shader(struct pipe_context
*pipe
)
164 static const char text
[] =
166 "PROPERTY GS_INPUT_PRIMITIVE TRIANGLES\n"
167 "PROPERTY GS_OUTPUT_PRIMITIVE TRIANGLE_STRIP\n"
168 "PROPERTY GS_MAX_OUTPUT_VERTICES 3\n"
169 "PROPERTY GS_INVOCATIONS 1\n"
170 "DCL IN[][0], POSITION\n" /* position */
171 "DCL IN[][1], GENERIC[0]\n" /* color */
172 "DCL IN[][2], GENERIC[1]\n" /* vs invocation */
173 "DCL OUT[0], POSITION\n"
174 "DCL OUT[1], GENERIC[0]\n"
175 "DCL OUT[2], LAYER\n"
176 "IMM[0] INT32 {0, 0, 0, 0}\n"
178 "MOV OUT[0], IN[0][0]\n"
179 "MOV OUT[1], IN[0][1]\n"
180 "MOV OUT[2].x, IN[0][2].xxxx\n"
182 "MOV OUT[0], IN[1][0]\n"
183 "MOV OUT[1], IN[1][1]\n"
184 "MOV OUT[2].x, IN[1][2].xxxx\n"
186 "MOV OUT[0], IN[2][0]\n"
187 "MOV OUT[1], IN[2][1]\n"
188 "MOV OUT[2].x, IN[2][2].xxxx\n"
191 struct tgsi_token tokens
[1000];
192 struct pipe_shader_state state
;
194 if (!tgsi_text_translate(text
, tokens
, ARRAY_SIZE(tokens
))) {
198 pipe_shader_state_from_tgsi(&state
, tokens
);
199 return pipe
->create_gs_state(pipe
, &state
);
203 ureg_load_tex(struct ureg_program
*ureg
, struct ureg_dst out
,
204 struct ureg_src coord
, struct ureg_src sampler
,
205 enum tgsi_texture_type tex_target
,
206 bool load_level_zero
, bool use_txf
)
209 struct ureg_dst temp
= ureg_DECL_temporary(ureg
);
211 ureg_F2I(ureg
, temp
, coord
);
214 ureg_TXF_LZ(ureg
, out
, tex_target
, ureg_src(temp
), sampler
);
216 ureg_TXF(ureg
, out
, tex_target
, ureg_src(temp
), sampler
);
219 ureg_TEX_LZ(ureg
, out
, tex_target
, coord
, sampler
);
221 ureg_TEX(ureg
, out
, tex_target
, coord
, sampler
);
226 * Make simple fragment texture shader, with xrbias->float conversion:
227 * IMM {1023/510, -384/510, 0, 1}
228 * TEX TEMP[0], IN[0], SAMP[0], 2D;
229 * MAD TEMP[0].xyz TEMP[0], IMM[0].xxxx, IMM[0].yyyy
230 * MOV OUT[0], TEMP[0]
233 * \param tex_target one of PIPE_TEXTURE_x
236 util_make_fragment_tex_shader_xrbias(struct pipe_context
*pipe
,
237 enum tgsi_texture_type tex_target
)
239 struct ureg_program
*ureg
;
240 struct ureg_src sampler
;
241 struct ureg_src coord
;
242 struct ureg_dst temp
;
245 enum tgsi_return_type stype
= TGSI_RETURN_TYPE_FLOAT
;
247 ureg
= ureg_create(PIPE_SHADER_FRAGMENT
);
251 imm
= ureg_imm4f(ureg
, 1023.0f
/510.0f
, -384.0f
/510.0f
, 0.0f
, 1.0f
);
252 sampler
= ureg_DECL_sampler(ureg
, 0);
253 ureg_DECL_sampler_view(ureg
, 0, tex_target
, stype
, stype
, stype
, stype
);
254 coord
= ureg_DECL_fs_input(ureg
,
255 TGSI_SEMANTIC_GENERIC
, 0,
256 TGSI_INTERPOLATE_LINEAR
);
257 out
= ureg_DECL_output(ureg
, TGSI_SEMANTIC_COLOR
, 0);
258 temp
= ureg_DECL_temporary(ureg
);
260 ureg_TEX(ureg
, temp
, tex_target
, coord
, sampler
);
261 ureg_MAD(ureg
, ureg_writemask(temp
, TGSI_WRITEMASK_XYZ
),
263 ureg_scalar(imm
, TGSI_SWIZZLE_X
),
264 ureg_scalar(imm
, TGSI_SWIZZLE_Y
));
265 ureg_MOV(ureg
, out
, ureg_src(temp
));
268 return ureg_create_shader_and_destroy(ureg
, pipe
);
273 * Make simple fragment texture shader:
274 * IMM {0,0,0,1} // (if writemask != 0xf)
275 * MOV TEMP[0], IMM[0] // (if writemask != 0xf)
276 * TEX TEMP[0].writemask, IN[0], SAMP[0], 2D;
277 * .. optional SINT <-> UINT clamping ..
278 * MOV OUT[0], TEMP[0]
281 * \param tex_target one of TGSI_TEXTURE_x
282 * \parma interp_mode either TGSI_INTERPOLATE_LINEAR or PERSPECTIVE
283 * \param writemask mask of TGSI_WRITEMASK_x
286 util_make_fragment_tex_shader_writemask(struct pipe_context
*pipe
,
287 enum tgsi_texture_type tex_target
,
288 enum tgsi_interpolate_mode interp_mode
,
290 enum tgsi_return_type stype
,
291 enum tgsi_return_type dtype
,
292 bool load_level_zero
,
295 struct ureg_program
*ureg
;
296 struct ureg_src sampler
;
298 struct ureg_dst temp
;
301 assert((stype
== TGSI_RETURN_TYPE_FLOAT
) == (dtype
== TGSI_RETURN_TYPE_FLOAT
));
302 assert(interp_mode
== TGSI_INTERPOLATE_LINEAR
||
303 interp_mode
== TGSI_INTERPOLATE_PERSPECTIVE
);
305 ureg
= ureg_create( PIPE_SHADER_FRAGMENT
);
309 sampler
= ureg_DECL_sampler( ureg
, 0 );
311 ureg_DECL_sampler_view(ureg
, 0, tex_target
, stype
, stype
, stype
, stype
);
313 tex
= ureg_DECL_fs_input( ureg
,
314 TGSI_SEMANTIC_GENERIC
, 0,
317 out
= ureg_DECL_output( ureg
,
321 temp
= ureg_DECL_temporary(ureg
);
323 if (writemask
!= TGSI_WRITEMASK_XYZW
) {
324 struct ureg_src imm
= ureg_imm4f( ureg
, 0, 0, 0, 1 );
326 ureg_MOV(ureg
, temp
, imm
);
329 if (tex_target
== TGSI_TEXTURE_BUFFER
)
331 ureg_writemask(temp
, writemask
),
332 tex_target
, tex
, sampler
);
334 ureg_load_tex(ureg
, ureg_writemask(temp
, writemask
), tex
, sampler
,
335 tex_target
, load_level_zero
, use_txf
);
337 if (stype
!= dtype
) {
338 if (stype
== TGSI_RETURN_TYPE_SINT
) {
339 assert(dtype
== TGSI_RETURN_TYPE_UINT
);
341 ureg_IMAX(ureg
, temp
, ureg_src(temp
), ureg_imm1i(ureg
, 0));
343 assert(stype
== TGSI_RETURN_TYPE_UINT
);
344 assert(dtype
== TGSI_RETURN_TYPE_SINT
);
346 ureg_UMIN(ureg
, temp
, ureg_src(temp
), ureg_imm1u(ureg
, (1u << 31) - 1));
350 ureg_MOV(ureg
, out
, ureg_src(temp
));
354 return ureg_create_shader_and_destroy( ureg
, pipe
);
359 * Make a simple fragment shader that sets the output color to a color
360 * taken from a texture.
361 * \param tex_target one of TGSI_TEXTURE_x
364 util_make_fragment_tex_shader(struct pipe_context
*pipe
,
365 enum tgsi_texture_type tex_target
,
366 enum tgsi_interpolate_mode interp_mode
,
367 enum tgsi_return_type stype
,
368 enum tgsi_return_type dtype
,
369 bool load_level_zero
,
372 return util_make_fragment_tex_shader_writemask( pipe
,
376 stype
, dtype
, load_level_zero
,
382 * Make a simple fragment texture shader which reads an X component from
383 * a texture and writes it as depth.
386 util_make_fragment_tex_shader_writedepth(struct pipe_context
*pipe
,
387 enum tgsi_texture_type tex_target
,
388 enum tgsi_interpolate_mode interp_mode
,
389 bool load_level_zero
,
392 struct ureg_program
*ureg
;
393 struct ureg_src sampler
;
395 struct ureg_dst out
, depth
;
398 ureg
= ureg_create( PIPE_SHADER_FRAGMENT
);
402 sampler
= ureg_DECL_sampler( ureg
, 0 );
404 ureg_DECL_sampler_view(ureg
, 0, tex_target
,
405 TGSI_RETURN_TYPE_FLOAT
,
406 TGSI_RETURN_TYPE_FLOAT
,
407 TGSI_RETURN_TYPE_FLOAT
,
408 TGSI_RETURN_TYPE_FLOAT
);
410 tex
= ureg_DECL_fs_input( ureg
,
411 TGSI_SEMANTIC_GENERIC
, 0,
414 out
= ureg_DECL_output( ureg
,
418 depth
= ureg_DECL_output( ureg
,
419 TGSI_SEMANTIC_POSITION
,
422 imm
= ureg_imm4f( ureg
, 0, 0, 0, 1 );
424 ureg_MOV( ureg
, out
, imm
);
426 ureg_load_tex(ureg
, ureg_writemask(depth
, TGSI_WRITEMASK_Z
), tex
, sampler
,
427 tex_target
, load_level_zero
, use_txf
);
430 return ureg_create_shader_and_destroy( ureg
, pipe
);
435 * Make a simple fragment texture shader which reads the texture unit 0 and 1
436 * and writes it as depth and stencil, respectively.
439 util_make_fragment_tex_shader_writedepthstencil(struct pipe_context
*pipe
,
440 enum tgsi_texture_type tex_target
,
441 enum tgsi_interpolate_mode interp_mode
,
442 bool load_level_zero
,
445 struct ureg_program
*ureg
;
446 struct ureg_src depth_sampler
, stencil_sampler
;
448 struct ureg_dst out
, depth
, stencil
;
451 ureg
= ureg_create( PIPE_SHADER_FRAGMENT
);
455 depth_sampler
= ureg_DECL_sampler( ureg
, 0 );
456 ureg_DECL_sampler_view(ureg
, 0, tex_target
,
457 TGSI_RETURN_TYPE_FLOAT
,
458 TGSI_RETURN_TYPE_FLOAT
,
459 TGSI_RETURN_TYPE_FLOAT
,
460 TGSI_RETURN_TYPE_FLOAT
);
461 stencil_sampler
= ureg_DECL_sampler( ureg
, 1 );
462 ureg_DECL_sampler_view(ureg
, 0, tex_target
,
463 TGSI_RETURN_TYPE_UINT
,
464 TGSI_RETURN_TYPE_UINT
,
465 TGSI_RETURN_TYPE_UINT
,
466 TGSI_RETURN_TYPE_UINT
);
468 tex
= ureg_DECL_fs_input( ureg
,
469 TGSI_SEMANTIC_GENERIC
, 0,
472 out
= ureg_DECL_output( ureg
,
476 depth
= ureg_DECL_output( ureg
,
477 TGSI_SEMANTIC_POSITION
,
480 stencil
= ureg_DECL_output( ureg
,
481 TGSI_SEMANTIC_STENCIL
,
484 imm
= ureg_imm4f( ureg
, 0, 0, 0, 1 );
486 ureg_MOV( ureg
, out
, imm
);
488 ureg_load_tex(ureg
, ureg_writemask(depth
, TGSI_WRITEMASK_Z
), tex
,
489 depth_sampler
, tex_target
, load_level_zero
, use_txf
);
490 ureg_load_tex(ureg
, ureg_writemask(stencil
, TGSI_WRITEMASK_Y
), tex
,
491 stencil_sampler
, tex_target
, load_level_zero
, use_txf
);
494 return ureg_create_shader_and_destroy( ureg
, pipe
);
499 * Make a simple fragment texture shader which reads a texture and writes it
503 util_make_fragment_tex_shader_writestencil(struct pipe_context
*pipe
,
504 enum tgsi_texture_type tex_target
,
505 enum tgsi_interpolate_mode interp_mode
,
506 bool load_level_zero
,
509 struct ureg_program
*ureg
;
510 struct ureg_src stencil_sampler
;
512 struct ureg_dst out
, stencil
;
515 ureg
= ureg_create( PIPE_SHADER_FRAGMENT
);
519 stencil_sampler
= ureg_DECL_sampler( ureg
, 0 );
521 ureg_DECL_sampler_view(ureg
, 0, tex_target
,
522 TGSI_RETURN_TYPE_UINT
,
523 TGSI_RETURN_TYPE_UINT
,
524 TGSI_RETURN_TYPE_UINT
,
525 TGSI_RETURN_TYPE_UINT
);
527 tex
= ureg_DECL_fs_input( ureg
,
528 TGSI_SEMANTIC_GENERIC
, 0,
531 out
= ureg_DECL_output( ureg
,
535 stencil
= ureg_DECL_output( ureg
,
536 TGSI_SEMANTIC_STENCIL
,
539 imm
= ureg_imm4f( ureg
, 0, 0, 0, 1 );
541 ureg_MOV( ureg
, out
, imm
);
543 ureg_load_tex(ureg
, ureg_writemask(stencil
, TGSI_WRITEMASK_Y
), tex
,
544 stencil_sampler
, tex_target
, load_level_zero
, use_txf
);
547 return ureg_create_shader_and_destroy( ureg
, pipe
);
552 * Make simple fragment color pass-through shader that replicates OUT[0]
553 * to all bound colorbuffers.
556 util_make_fragment_passthrough_shader(struct pipe_context
*pipe
,
558 int input_interpolate
,
559 boolean write_all_cbufs
)
561 static const char shader_templ
[] =
564 "DCL IN[0], %s[0], %s\n"
565 "DCL OUT[0], COLOR[0]\n"
567 "MOV OUT[0], IN[0]\n"
570 char text
[sizeof(shader_templ
)+100];
571 struct tgsi_token tokens
[1000];
572 struct pipe_shader_state state
;
574 sprintf(text
, shader_templ
,
575 write_all_cbufs
? "PROPERTY FS_COLOR0_WRITES_ALL_CBUFS 1\n" : "",
576 tgsi_semantic_names
[input_semantic
],
577 tgsi_interpolate_names
[input_interpolate
]);
579 if (!tgsi_text_translate(text
, tokens
, ARRAY_SIZE(tokens
))) {
583 pipe_shader_state_from_tgsi(&state
, tokens
);
585 tgsi_dump(state
.tokens
, 0);
588 return pipe
->create_fs_state(pipe
, &state
);
593 util_make_empty_fragment_shader(struct pipe_context
*pipe
)
595 struct ureg_program
*ureg
= ureg_create(PIPE_SHADER_FRAGMENT
);
600 return ureg_create_shader_and_destroy(ureg
, pipe
);
605 * Make a fragment shader that copies the input color to N output colors.
608 util_make_fragment_cloneinput_shader(struct pipe_context
*pipe
, int num_cbufs
,
610 int input_interpolate
)
612 struct ureg_program
*ureg
;
614 struct ureg_dst dst
[PIPE_MAX_COLOR_BUFS
];
617 assert(num_cbufs
<= PIPE_MAX_COLOR_BUFS
);
619 ureg
= ureg_create( PIPE_SHADER_FRAGMENT
);
623 src
= ureg_DECL_fs_input( ureg
, input_semantic
, 0,
626 for (i
= 0; i
< num_cbufs
; i
++)
627 dst
[i
] = ureg_DECL_output( ureg
, TGSI_SEMANTIC_COLOR
, i
);
629 for (i
= 0; i
< num_cbufs
; i
++)
630 ureg_MOV( ureg
, dst
[i
], src
);
634 return ureg_create_shader_and_destroy( ureg
, pipe
);
639 util_make_fs_blit_msaa_gen(struct pipe_context
*pipe
,
640 enum tgsi_texture_type tgsi_tex
,
641 const char *samp_type
,
642 const char *output_semantic
,
643 const char *output_mask
,
644 const char *conversion_decl
,
645 const char *conversion
)
647 static const char shader_templ
[] =
649 "DCL IN[0], GENERIC[0], LINEAR\n"
651 "DCL SVIEW[0], %s, %s\n"
656 "F2U TEMP[0], IN[0]\n"
657 "TXF TEMP[0], TEMP[0], SAMP[0], %s\n"
659 "MOV OUT[0]%s, TEMP[0]\n"
662 const char *type
= tgsi_texture_names
[tgsi_tex
];
663 char text
[sizeof(shader_templ
)+100];
664 struct tgsi_token tokens
[1000];
665 struct pipe_shader_state state
;
667 assert(tgsi_tex
== TGSI_TEXTURE_2D_MSAA
||
668 tgsi_tex
== TGSI_TEXTURE_2D_ARRAY_MSAA
);
670 util_snprintf(text
, sizeof(text
), shader_templ
, type
, samp_type
,
671 output_semantic
, conversion_decl
, type
, conversion
, output_mask
);
673 if (!tgsi_text_translate(text
, tokens
, ARRAY_SIZE(tokens
))) {
678 pipe_shader_state_from_tgsi(&state
, tokens
);
680 tgsi_dump(state
.tokens
, 0);
683 return pipe
->create_fs_state(pipe
, &state
);
688 * Make a fragment shader that sets the output color to a color
689 * fetched from a multisample texture.
690 * \param tex_target one of PIPE_TEXTURE_x
693 util_make_fs_blit_msaa_color(struct pipe_context
*pipe
,
694 enum tgsi_texture_type tgsi_tex
,
695 enum tgsi_return_type stype
,
696 enum tgsi_return_type dtype
)
698 const char *samp_type
;
699 const char *conversion_decl
= "";
700 const char *conversion
= "";
702 if (stype
== TGSI_RETURN_TYPE_UINT
) {
705 if (dtype
== TGSI_RETURN_TYPE_SINT
) {
706 conversion_decl
= "IMM[0] UINT32 {2147483647, 0, 0, 0}\n";
707 conversion
= "UMIN TEMP[0], TEMP[0], IMM[0].xxxx\n";
709 } else if (stype
== TGSI_RETURN_TYPE_SINT
) {
712 if (dtype
== TGSI_RETURN_TYPE_UINT
) {
713 conversion_decl
= "IMM[0] INT32 {0, 0, 0, 0}\n";
714 conversion
= "IMAX TEMP[0], TEMP[0], IMM[0].xxxx\n";
717 assert(dtype
== TGSI_RETURN_TYPE_FLOAT
);
721 return util_make_fs_blit_msaa_gen(pipe
, tgsi_tex
, samp_type
,
722 "COLOR[0]", "", conversion_decl
,
728 * Make a fragment shader that sets the output depth to a depth value
729 * fetched from a multisample texture.
730 * \param tex_target one of PIPE_TEXTURE_x
733 util_make_fs_blit_msaa_depth(struct pipe_context
*pipe
,
734 enum tgsi_texture_type tgsi_tex
)
736 return util_make_fs_blit_msaa_gen(pipe
, tgsi_tex
, "FLOAT",
737 "POSITION", ".z", "", "");
742 * Make a fragment shader that sets the output stencil to a stencil value
743 * fetched from a multisample texture.
744 * \param tex_target one of PIPE_TEXTURE_x
747 util_make_fs_blit_msaa_stencil(struct pipe_context
*pipe
,
748 enum tgsi_texture_type tgsi_tex
)
750 return util_make_fs_blit_msaa_gen(pipe
, tgsi_tex
, "UINT",
751 "STENCIL", ".y", "", "");
756 * Make a fragment shader that sets the output depth and stencil to depth
757 * and stencil values fetched from two multisample textures / samplers.
758 * The sizes of both textures should match (it should be one depth-stencil
760 * \param tex_target one of PIPE_TEXTURE_x
763 util_make_fs_blit_msaa_depthstencil(struct pipe_context
*pipe
,
764 enum tgsi_texture_type tgsi_tex
)
766 static const char shader_templ
[] =
768 "DCL IN[0], GENERIC[0], LINEAR\n"
770 "DCL SVIEW[0..1], %s, FLOAT\n"
771 "DCL OUT[0], POSITION\n"
772 "DCL OUT[1], STENCIL\n"
775 "F2U TEMP[0], IN[0]\n"
776 "TXF OUT[0].z, TEMP[0], SAMP[0], %s\n"
777 "TXF OUT[1].y, TEMP[0], SAMP[1], %s\n"
780 const char *type
= tgsi_texture_names
[tgsi_tex
];
781 char text
[sizeof(shader_templ
)+100];
782 struct tgsi_token tokens
[1000];
783 struct pipe_shader_state state
;
785 assert(tgsi_tex
== TGSI_TEXTURE_2D_MSAA
||
786 tgsi_tex
== TGSI_TEXTURE_2D_ARRAY_MSAA
);
788 sprintf(text
, shader_templ
, type
, type
, type
);
790 if (!tgsi_text_translate(text
, tokens
, ARRAY_SIZE(tokens
))) {
794 pipe_shader_state_from_tgsi(&state
, tokens
);
796 tgsi_dump(state
.tokens
, 0);
799 return pipe
->create_fs_state(pipe
, &state
);
804 util_make_fs_msaa_resolve(struct pipe_context
*pipe
,
805 enum tgsi_texture_type tgsi_tex
, unsigned nr_samples
,
806 enum tgsi_return_type stype
)
808 struct ureg_program
*ureg
;
809 struct ureg_src sampler
, coord
;
810 struct ureg_dst out
, tmp_sum
, tmp_coord
, tmp
;
813 ureg
= ureg_create(PIPE_SHADER_FRAGMENT
);
818 sampler
= ureg_DECL_sampler(ureg
, 0);
819 ureg_DECL_sampler_view(ureg
, 0, tgsi_tex
, stype
, stype
, stype
, stype
);
820 coord
= ureg_DECL_fs_input(ureg
, TGSI_SEMANTIC_GENERIC
, 0,
821 TGSI_INTERPOLATE_LINEAR
);
822 out
= ureg_DECL_output(ureg
, TGSI_SEMANTIC_COLOR
, 0);
823 tmp_sum
= ureg_DECL_temporary(ureg
);
824 tmp_coord
= ureg_DECL_temporary(ureg
);
825 tmp
= ureg_DECL_temporary(ureg
);
828 ureg_MOV(ureg
, tmp_sum
, ureg_imm1f(ureg
, 0));
829 ureg_F2U(ureg
, tmp_coord
, coord
);
831 for (i
= 0; i
< nr_samples
; i
++) {
832 /* Read one sample. */
833 ureg_MOV(ureg
, ureg_writemask(tmp_coord
, TGSI_WRITEMASK_W
),
834 ureg_imm1u(ureg
, i
));
835 ureg_TXF(ureg
, tmp
, tgsi_tex
, ureg_src(tmp_coord
), sampler
);
837 if (stype
== TGSI_RETURN_TYPE_UINT
)
838 ureg_U2F(ureg
, tmp
, ureg_src(tmp
));
839 else if (stype
== TGSI_RETURN_TYPE_SINT
)
840 ureg_I2F(ureg
, tmp
, ureg_src(tmp
));
842 /* Add it to the sum.*/
843 ureg_ADD(ureg
, tmp_sum
, ureg_src(tmp_sum
), ureg_src(tmp
));
846 /* Calculate the average and return. */
847 ureg_MUL(ureg
, tmp_sum
, ureg_src(tmp_sum
),
848 ureg_imm1f(ureg
, 1.0 / nr_samples
));
850 if (stype
== TGSI_RETURN_TYPE_UINT
)
851 ureg_F2U(ureg
, out
, ureg_src(tmp_sum
));
852 else if (stype
== TGSI_RETURN_TYPE_SINT
)
853 ureg_F2I(ureg
, out
, ureg_src(tmp_sum
));
855 ureg_MOV(ureg
, out
, ureg_src(tmp_sum
));
859 return ureg_create_shader_and_destroy(ureg
, pipe
);
864 util_make_fs_msaa_resolve_bilinear(struct pipe_context
*pipe
,
865 enum tgsi_texture_type tgsi_tex
,
867 enum tgsi_return_type stype
)
869 struct ureg_program
*ureg
;
870 struct ureg_src sampler
, coord
;
871 struct ureg_dst out
, tmp
, top
, bottom
;
872 struct ureg_dst tmp_coord
[4], tmp_sum
[4];
875 ureg
= ureg_create(PIPE_SHADER_FRAGMENT
);
880 sampler
= ureg_DECL_sampler(ureg
, 0);
881 ureg_DECL_sampler_view(ureg
, 0, tgsi_tex
, stype
, stype
, stype
, stype
);
882 coord
= ureg_DECL_fs_input(ureg
, TGSI_SEMANTIC_GENERIC
, 0,
883 TGSI_INTERPOLATE_LINEAR
);
884 out
= ureg_DECL_output(ureg
, TGSI_SEMANTIC_COLOR
, 0);
885 for (c
= 0; c
< 4; c
++)
886 tmp_sum
[c
] = ureg_DECL_temporary(ureg
);
887 for (c
= 0; c
< 4; c
++)
888 tmp_coord
[c
] = ureg_DECL_temporary(ureg
);
889 tmp
= ureg_DECL_temporary(ureg
);
890 top
= ureg_DECL_temporary(ureg
);
891 bottom
= ureg_DECL_temporary(ureg
);
894 for (c
= 0; c
< 4; c
++)
895 ureg_MOV(ureg
, tmp_sum
[c
], ureg_imm1f(ureg
, 0));
897 /* Get 4 texture coordinates for the bilinear filter. */
898 ureg_F2U(ureg
, tmp_coord
[0], coord
); /* top-left */
899 ureg_UADD(ureg
, tmp_coord
[1], ureg_src(tmp_coord
[0]),
900 ureg_imm4u(ureg
, 1, 0, 0, 0)); /* top-right */
901 ureg_UADD(ureg
, tmp_coord
[2], ureg_src(tmp_coord
[0]),
902 ureg_imm4u(ureg
, 0, 1, 0, 0)); /* bottom-left */
903 ureg_UADD(ureg
, tmp_coord
[3], ureg_src(tmp_coord
[0]),
904 ureg_imm4u(ureg
, 1, 1, 0, 0)); /* bottom-right */
906 for (i
= 0; i
< nr_samples
; i
++) {
907 for (c
= 0; c
< 4; c
++) {
908 /* Read one sample. */
909 ureg_MOV(ureg
, ureg_writemask(tmp_coord
[c
], TGSI_WRITEMASK_W
),
910 ureg_imm1u(ureg
, i
));
911 ureg_TXF(ureg
, tmp
, tgsi_tex
, ureg_src(tmp_coord
[c
]), sampler
);
913 if (stype
== TGSI_RETURN_TYPE_UINT
)
914 ureg_U2F(ureg
, tmp
, ureg_src(tmp
));
915 else if (stype
== TGSI_RETURN_TYPE_SINT
)
916 ureg_I2F(ureg
, tmp
, ureg_src(tmp
));
918 /* Add it to the sum.*/
919 ureg_ADD(ureg
, tmp_sum
[c
], ureg_src(tmp_sum
[c
]), ureg_src(tmp
));
923 /* Calculate the average. */
924 for (c
= 0; c
< 4; c
++)
925 ureg_MUL(ureg
, tmp_sum
[c
], ureg_src(tmp_sum
[c
]),
926 ureg_imm1f(ureg
, 1.0 / nr_samples
));
928 /* Take the 4 average values and apply a standard bilinear filter. */
929 ureg_FRC(ureg
, tmp
, coord
);
932 ureg_scalar(ureg_src(tmp
), 0),
933 ureg_src(tmp_sum
[1]),
934 ureg_src(tmp_sum
[0]));
936 ureg_LRP(ureg
, bottom
,
937 ureg_scalar(ureg_src(tmp
), 0),
938 ureg_src(tmp_sum
[3]),
939 ureg_src(tmp_sum
[2]));
942 ureg_scalar(ureg_src(tmp
), 1),
946 /* Convert to the texture format and return. */
947 if (stype
== TGSI_RETURN_TYPE_UINT
)
948 ureg_F2U(ureg
, out
, ureg_src(tmp
));
949 else if (stype
== TGSI_RETURN_TYPE_SINT
)
950 ureg_F2I(ureg
, out
, ureg_src(tmp
));
952 ureg_MOV(ureg
, out
, ureg_src(tmp
));
956 return ureg_create_shader_and_destroy(ureg
, pipe
);
960 util_make_geometry_passthrough_shader(struct pipe_context
*pipe
,
962 const ubyte
*semantic_names
,
963 const ubyte
*semantic_indexes
)
965 static const unsigned zero
[4] = {0, 0, 0, 0};
967 struct ureg_program
*ureg
;
968 struct ureg_dst dst
[PIPE_MAX_SHADER_OUTPUTS
];
969 struct ureg_src src
[PIPE_MAX_SHADER_INPUTS
];
974 ureg
= ureg_create(PIPE_SHADER_GEOMETRY
);
978 ureg_property(ureg
, TGSI_PROPERTY_GS_INPUT_PRIM
, PIPE_PRIM_POINTS
);
979 ureg_property(ureg
, TGSI_PROPERTY_GS_OUTPUT_PRIM
, PIPE_PRIM_POINTS
);
980 ureg_property(ureg
, TGSI_PROPERTY_GS_MAX_OUTPUT_VERTICES
, 1);
981 ureg_property(ureg
, TGSI_PROPERTY_GS_INVOCATIONS
, 1);
982 imm
= ureg_DECL_immediate_uint(ureg
, zero
, 4);
985 * Loop over all the attribs and declare the corresponding
986 * declarations in the geometry shader
988 for (i
= 0; i
< num_attribs
; i
++) {
989 src
[i
] = ureg_DECL_input(ureg
, semantic_names
[i
],
990 semantic_indexes
[i
], 0, 1);
991 src
[i
] = ureg_src_dimension(src
[i
], 0);
992 dst
[i
] = ureg_DECL_output(ureg
, semantic_names
[i
], semantic_indexes
[i
]);
995 /* MOV dst[i] src[i] */
996 for (i
= 0; i
< num_attribs
; i
++) {
997 ureg_MOV(ureg
, dst
[i
], src
[i
]);
1001 ureg_insn(ureg
, TGSI_OPCODE_EMIT
, NULL
, 0, &imm
, 1, 0);
1006 return ureg_create_shader_and_destroy(ureg
, pipe
);