Merge branch 'draw-instanced'
[mesa.git] / src / gallium / state_trackers / vega / shader.c
1 /**************************************************************************
2 *
3 * Copyright 2009 VMware, Inc. All Rights Reserved.
4 *
5 * Permission is hereby granted, free of charge, to any person obtaining a
6 * copy of this software and associated documentation files (the
7 * "Software"), to deal in the Software without restriction, including
8 * without limitation the rights to use, copy, modify, merge, publish,
9 * distribute, sub license, and/or sell copies of the Software, and to
10 * permit persons to whom the Software is furnished to do so, subject to
11 * the following conditions:
12 *
13 * The above copyright notice and this permission notice (including the
14 * next paragraph) shall be included in all copies or substantial portions
15 * of the Software.
16 *
17 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
18 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
19 * MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT.
20 * IN NO EVENT SHALL VMWARE AND/OR ITS SUPPLIERS BE LIABLE FOR
21 * ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
22 * TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
23 * SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
24 *
25 **************************************************************************/
26
27 #include "shader.h"
28
29 #include "vg_context.h"
30 #include "shaders_cache.h"
31 #include "paint.h"
32 #include "mask.h"
33 #include "image.h"
34 #include "renderer.h"
35
36 #include "pipe/p_context.h"
37 #include "pipe/p_state.h"
38 #include "util/u_memory.h"
39 #include "util/u_math.h"
40 #include "util/u_format.h"
41
42 #define MAX_CONSTANTS 28
43
44 struct shader {
45 struct vg_context *context;
46
47 VGboolean color_transform;
48 VGboolean masking;
49 struct vg_paint *paint;
50 struct vg_image *image;
51
52 struct matrix modelview;
53 struct matrix paint_matrix;
54
55 VGboolean drawing_image;
56 VGImageMode image_mode;
57
58 float constants[MAX_CONSTANTS];
59 struct pipe_resource *cbuf;
60 struct pipe_shader_state fs_state;
61 void *fs;
62 };
63
64 struct shader * shader_create(struct vg_context *ctx)
65 {
66 struct shader *shader = 0;
67
68 shader = CALLOC_STRUCT(shader);
69 shader->context = ctx;
70
71 return shader;
72 }
73
74 void shader_destroy(struct shader *shader)
75 {
76 FREE(shader);
77 }
78
79 void shader_set_color_transform(struct shader *shader, VGboolean set)
80 {
81 shader->color_transform = set;
82 }
83
84 void shader_set_masking(struct shader *shader, VGboolean set)
85 {
86 shader->masking = set;
87 }
88
89 VGboolean shader_is_masking(struct shader *shader)
90 {
91 return shader->masking;
92 }
93
94 void shader_set_paint(struct shader *shader, struct vg_paint *paint)
95 {
96 shader->paint = paint;
97 }
98
99 struct vg_paint * shader_paint(struct shader *shader)
100 {
101 return shader->paint;
102 }
103
104 static VGint setup_constant_buffer(struct shader *shader)
105 {
106 const struct vg_state *state = &shader->context->state.vg;
107 VGint param_bytes = paint_constant_buffer_size(shader->paint);
108 VGint i;
109
110 param_bytes += sizeof(VGfloat) * 8;
111 assert(param_bytes <= sizeof(shader->constants));
112
113 if (state->color_transform) {
114 for (i = 0; i < 8; i++) {
115 VGfloat val = (i < 4) ? 127.0f : 1.0f;
116 shader->constants[i] =
117 CLAMP(state->color_transform_values[i], -val, val);
118 }
119 }
120 else {
121 memset(shader->constants, 0, sizeof(VGfloat) * 8);
122 }
123
124 paint_fill_constant_buffer(shader->paint,
125 &shader->paint_matrix, shader->constants + 8);
126
127 return param_bytes;
128 }
129
130 static VGboolean blend_use_shader(struct vg_context *ctx)
131 {
132 VGboolean advanced_blending;
133
134 switch (ctx->state.vg.blend_mode) {
135 case VG_BLEND_SRC_OVER:
136 advanced_blending =
137 util_format_has_alpha(ctx->draw_buffer->strb->format);
138 break;
139 case VG_BLEND_DST_OVER:
140 case VG_BLEND_MULTIPLY:
141 case VG_BLEND_SCREEN:
142 case VG_BLEND_DARKEN:
143 case VG_BLEND_LIGHTEN:
144 case VG_BLEND_ADDITIVE:
145 advanced_blending = VG_TRUE;
146 break;
147 default:
148 advanced_blending = VG_FALSE;
149 break;
150 }
151
152 return advanced_blending;
153 }
154
155 static VGint blend_bind_samplers(struct vg_context *ctx,
156 struct pipe_sampler_state **samplers,
157 struct pipe_sampler_view **sampler_views)
158 {
159 if (blend_use_shader(ctx)) {
160 samplers[2] = &ctx->blend_sampler;
161 sampler_views[2] = vg_prepare_blend_surface(ctx);
162
163 if (!samplers[0] || !sampler_views[0]) {
164 samplers[0] = samplers[2];
165 sampler_views[0] = sampler_views[2];
166 }
167 if (!samplers[1] || !sampler_views[1]) {
168 samplers[1] = samplers[0];
169 sampler_views[1] = sampler_views[0];
170 }
171
172 return 1;
173 }
174 return 0;
175 }
176
177 static VGint setup_samplers(struct shader *shader,
178 struct pipe_sampler_state **samplers,
179 struct pipe_sampler_view **sampler_views)
180 {
181 struct vg_context *ctx = shader->context;
182 /* a little wonky: we use the num as a boolean that just says
183 * whether any sampler/textures have been set. the actual numbering
184 * for samplers is always the same:
185 * 0 - paint sampler/texture for gradient/pattern
186 * 1 - mask sampler/texture
187 * 2 - blend sampler/texture
188 * 3 - image sampler/texture
189 * */
190 VGint num = 0;
191
192 samplers[0] = NULL;
193 samplers[1] = NULL;
194 samplers[2] = NULL;
195 samplers[3] = NULL;
196 sampler_views[0] = NULL;
197 sampler_views[1] = NULL;
198 sampler_views[2] = NULL;
199 sampler_views[3] = NULL;
200
201 num += paint_bind_samplers(shader->paint, samplers, sampler_views);
202 num += mask_bind_samplers(samplers, sampler_views);
203 num += blend_bind_samplers(ctx, samplers, sampler_views);
204 if (shader->drawing_image && shader->image)
205 num += image_bind_samplers(shader->image, samplers, sampler_views);
206
207 return (num) ? 4 : 0;
208 }
209
210 static INLINE VGboolean is_format_bw(struct shader *shader)
211 {
212 #if 0
213 struct vg_context *ctx = shader->context;
214 struct st_framebuffer *stfb = ctx->draw_buffer;
215 #endif
216
217 if (shader->drawing_image && shader->image) {
218 if (shader->image->format == VG_BW_1)
219 return VG_TRUE;
220 }
221
222 return VG_FALSE;
223 }
224
225 static void setup_shader_program(struct shader *shader)
226 {
227 struct vg_context *ctx = shader->context;
228 VGint shader_id = 0;
229 VGBlendMode blend_mode = ctx->state.vg.blend_mode;
230 VGboolean black_white = is_format_bw(shader);
231
232 /* 1st stage: fill */
233 if (!shader->drawing_image ||
234 (shader->image_mode == VG_DRAW_IMAGE_MULTIPLY || shader->image_mode == VG_DRAW_IMAGE_STENCIL)) {
235 switch(paint_type(shader->paint)) {
236 case VG_PAINT_TYPE_COLOR:
237 shader_id |= VEGA_SOLID_FILL_SHADER;
238 break;
239 case VG_PAINT_TYPE_LINEAR_GRADIENT:
240 shader_id |= VEGA_LINEAR_GRADIENT_SHADER;
241 break;
242 case VG_PAINT_TYPE_RADIAL_GRADIENT:
243 shader_id |= VEGA_RADIAL_GRADIENT_SHADER;
244 break;
245 case VG_PAINT_TYPE_PATTERN:
246 shader_id |= VEGA_PATTERN_SHADER;
247 break;
248
249 default:
250 abort();
251 }
252
253 if (paint_is_degenerate(shader->paint))
254 shader_id = VEGA_PAINT_DEGENERATE_SHADER;
255 }
256
257 /* second stage image */
258 if (shader->drawing_image) {
259 switch(shader->image_mode) {
260 case VG_DRAW_IMAGE_NORMAL:
261 shader_id |= VEGA_IMAGE_NORMAL_SHADER;
262 break;
263 case VG_DRAW_IMAGE_MULTIPLY:
264 shader_id |= VEGA_IMAGE_MULTIPLY_SHADER;
265 break;
266 case VG_DRAW_IMAGE_STENCIL:
267 shader_id |= VEGA_IMAGE_STENCIL_SHADER;
268 break;
269 default:
270 debug_printf("Unknown image mode!");
271 }
272 }
273
274 if (shader->color_transform)
275 shader_id |= VEGA_COLOR_TRANSFORM_SHADER;
276
277 if (blend_use_shader(ctx)) {
278 if (shader->drawing_image && shader->image_mode == VG_DRAW_IMAGE_STENCIL)
279 shader_id |= VEGA_ALPHA_PER_CHANNEL_SHADER;
280 else
281 shader_id |= VEGA_ALPHA_NORMAL_SHADER;
282
283 switch(blend_mode) {
284 case VG_BLEND_SRC:
285 shader_id |= VEGA_BLEND_SRC_SHADER;
286 break;
287 case VG_BLEND_SRC_OVER:
288 shader_id |= VEGA_BLEND_SRC_OVER_SHADER;
289 break;
290 case VG_BLEND_DST_OVER:
291 shader_id |= VEGA_BLEND_DST_OVER_SHADER;
292 break;
293 case VG_BLEND_SRC_IN:
294 shader_id |= VEGA_BLEND_SRC_IN_SHADER;
295 break;
296 case VG_BLEND_DST_IN:
297 shader_id |= VEGA_BLEND_DST_IN_SHADER;
298 break;
299 case VG_BLEND_MULTIPLY:
300 shader_id |= VEGA_BLEND_MULTIPLY_SHADER;
301 break;
302 case VG_BLEND_SCREEN:
303 shader_id |= VEGA_BLEND_SCREEN_SHADER;
304 break;
305 case VG_BLEND_DARKEN:
306 shader_id |= VEGA_BLEND_DARKEN_SHADER;
307 break;
308 case VG_BLEND_LIGHTEN:
309 shader_id |= VEGA_BLEND_LIGHTEN_SHADER;
310 break;
311 case VG_BLEND_ADDITIVE:
312 shader_id |= VEGA_BLEND_ADDITIVE_SHADER;
313 break;
314 default:
315 assert(0);
316 break;
317 }
318 }
319 else {
320 /* update alpha of the source */
321 if (shader->drawing_image && shader->image_mode == VG_DRAW_IMAGE_STENCIL)
322 shader_id |= VEGA_ALPHA_PER_CHANNEL_SHADER;
323 }
324
325 if (shader->masking)
326 shader_id |= VEGA_MASK_SHADER;
327
328 if (black_white)
329 shader_id |= VEGA_BW_SHADER;
330
331 shader->fs = shaders_cache_fill(ctx->sc, shader_id);
332 }
333
334
335 void shader_bind(struct shader *shader)
336 {
337 struct vg_context *ctx = shader->context;
338 struct pipe_sampler_state *samplers[PIPE_MAX_SAMPLERS];
339 struct pipe_sampler_view *sampler_views[PIPE_MAX_SAMPLERS];
340 VGint num_samplers, param_bytes;
341
342 /* first resolve the real paint type */
343 paint_resolve_type(shader->paint);
344
345 num_samplers = setup_samplers(shader, samplers, sampler_views);
346 param_bytes = setup_constant_buffer(shader);
347 setup_shader_program(shader);
348
349 renderer_validate_for_shader(ctx->renderer,
350 (const struct pipe_sampler_state **) samplers,
351 sampler_views, num_samplers,
352 &shader->modelview,
353 shader->fs, (const void *) shader->constants, param_bytes);
354 }
355
356 void shader_set_image_mode(struct shader *shader, VGImageMode image_mode)
357 {
358 shader->image_mode = image_mode;
359 }
360
361 VGImageMode shader_image_mode(struct shader *shader)
362 {
363 return shader->image_mode;
364 }
365
366 void shader_set_drawing_image(struct shader *shader, VGboolean drawing_image)
367 {
368 shader->drawing_image = drawing_image;
369 }
370
371 VGboolean shader_drawing_image(struct shader *shader)
372 {
373 return shader->drawing_image;
374 }
375
376 void shader_set_image(struct shader *shader, struct vg_image *img)
377 {
378 shader->image = img;
379 }
380
381 /**
382 * Set the transformation to map a vertex to the surface coordinates.
383 */
384 void shader_set_surface_matrix(struct shader *shader,
385 const struct matrix *mat)
386 {
387 shader->modelview = *mat;
388 }
389
390 /**
391 * Set the transformation to map a pixel to the paint coordinates.
392 */
393 void shader_set_paint_matrix(struct shader *shader, const struct matrix *mat)
394 {
395 const struct st_framebuffer *stfb = shader->context->draw_buffer;
396 const VGfloat px_center_offset = 0.5f;
397
398 memcpy(&shader->paint_matrix, mat, sizeof(*mat));
399
400 /* make it window-to-paint for the shaders */
401 matrix_translate(&shader->paint_matrix, px_center_offset,
402 stfb->height - 1.0f + px_center_offset);
403 matrix_scale(&shader->paint_matrix, 1.0f, -1.0f);
404 }