/**************************************************************************
*
- * Copyright 2008 Tungsten Graphics, Inc., Cedar Park, Texas.
+ * Copyright 2008 VMware, Inc.
* All Rights Reserved.
+ * Copyright 2009 Marek Olšák <maraeo@gmail.com>
*
* Permission is hereby granted, free of charge, to any person obtaining a
* copy of this software and associated documentation files (the
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT.
- * IN NO EVENT SHALL TUNGSTEN GRAPHICS AND/OR ITS SUPPLIERS BE LIABLE FOR
+ * IN NO EVENT SHALL VMWARE AND/OR ITS SUPPLIERS BE LIABLE FOR
* ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
* Simple vertex/fragment shader generators.
*
* @author Brian Paul
+ Marek Olšák
*/
#include "pipe/p_context.h"
#include "pipe/p_shader_tokens.h"
+#include "pipe/p_state.h"
#include "util/u_simple_shaders.h"
+#include "util/u_debug.h"
+#include "util/u_memory.h"
+#include "util/u_string.h"
+#include "tgsi/tgsi_dump.h"
+#include "tgsi/tgsi_strings.h"
#include "tgsi/tgsi_ureg.h"
+#include "tgsi/tgsi_text.h"
+#include <stdio.h> /* include last */
/**
* Make simple vertex pass-through shader.
+ * \param num_attribs number of attributes to pass through
+ * \param semantic_names array of semantic names for each attribute
+ * \param semantic_indexes array of semantic indexes for each attribute
*/
void *
util_make_vertex_passthrough_shader(struct pipe_context *pipe,
uint num_attribs,
const uint *semantic_names,
- const uint *semantic_indexes)
-
+ const uint *semantic_indexes,
+ bool window_space)
+{
+ return util_make_vertex_passthrough_shader_with_so(pipe, num_attribs,
+ semantic_names,
+ semantic_indexes,
+ window_space, NULL);
+}
+
+void *
+util_make_vertex_passthrough_shader_with_so(struct pipe_context *pipe,
+ uint num_attribs,
+ const uint *semantic_names,
+ const uint *semantic_indexes,
+ bool window_space,
+ const struct pipe_stream_output_info *so)
{
struct ureg_program *ureg;
uint i;
- ureg = ureg_create( TGSI_PROCESSOR_VERTEX );
- if (ureg == NULL)
+ ureg = ureg_create( PIPE_SHADER_VERTEX );
+ if (!ureg)
return NULL;
+ if (window_space)
+ ureg_property(ureg, TGSI_PROPERTY_VS_WINDOW_SPACE_POSITION, TRUE);
+
for (i = 0; i < num_attribs; i++) {
struct ureg_src src;
struct ureg_dst dst;
ureg_END( ureg );
- return ureg_create_shader_and_destroy( ureg, pipe );
+ return ureg_create_shader_with_so_and_destroy( ureg, pipe, so );
}
+void *util_make_layered_clear_vertex_shader(struct pipe_context *pipe)
+{
+ static const char text[] =
+ "VERT\n"
+ "DCL IN[0]\n"
+ "DCL IN[1]\n"
+ "DCL SV[0], INSTANCEID\n"
+ "DCL OUT[0], POSITION\n"
+ "DCL OUT[1], GENERIC[0]\n"
+ "DCL OUT[2], LAYER\n"
+
+ "MOV OUT[0], IN[0]\n"
+ "MOV OUT[1], IN[1]\n"
+ "MOV OUT[2].x, SV[0].xxxx\n"
+ "END\n";
+ struct tgsi_token tokens[1000];
+ struct pipe_shader_state state;
+
+ if (!tgsi_text_translate(text, tokens, ARRAY_SIZE(tokens))) {
+ assert(0);
+ return NULL;
+ }
+ pipe_shader_state_from_tgsi(&state, tokens);
+ return pipe->create_vs_state(pipe, &state);
+}
+/**
+ * Takes position and color, and outputs position, color, and instance id.
+ */
+void *util_make_layered_clear_helper_vertex_shader(struct pipe_context *pipe)
+{
+ static const char text[] =
+ "VERT\n"
+ "DCL IN[0]\n"
+ "DCL IN[1]\n"
+ "DCL SV[0], INSTANCEID\n"
+ "DCL OUT[0], POSITION\n"
+ "DCL OUT[1], GENERIC[0]\n"
+ "DCL OUT[2], GENERIC[1]\n"
+
+ "MOV OUT[0], IN[0]\n"
+ "MOV OUT[1], IN[1]\n"
+ "MOV OUT[2].x, SV[0].xxxx\n"
+ "END\n";
+ struct tgsi_token tokens[1000];
+ struct pipe_shader_state state;
+
+ if (!tgsi_text_translate(text, tokens, ARRAY_SIZE(tokens))) {
+ assert(0);
+ return NULL;
+ }
+ pipe_shader_state_from_tgsi(&state, tokens);
+ return pipe->create_vs_state(pipe, &state);
+}
+
+/**
+ * Takes position, color, and target layer, and emits vertices on that target
+ * layer, with the specified color.
+ */
+void *util_make_layered_clear_geometry_shader(struct pipe_context *pipe)
+{
+ static const char text[] =
+ "GEOM\n"
+ "PROPERTY GS_INPUT_PRIMITIVE TRIANGLES\n"
+ "PROPERTY GS_OUTPUT_PRIMITIVE TRIANGLE_STRIP\n"
+ "PROPERTY GS_MAX_OUTPUT_VERTICES 3\n"
+ "PROPERTY GS_INVOCATIONS 1\n"
+ "DCL IN[][0], POSITION\n" /* position */
+ "DCL IN[][1], GENERIC[0]\n" /* color */
+ "DCL IN[][2], GENERIC[1]\n" /* vs invocation */
+ "DCL OUT[0], POSITION\n"
+ "DCL OUT[1], GENERIC[0]\n"
+ "DCL OUT[2], LAYER\n"
+ "IMM[0] INT32 {0, 0, 0, 0}\n"
+
+ "MOV OUT[0], IN[0][0]\n"
+ "MOV OUT[1], IN[0][1]\n"
+ "MOV OUT[2].x, IN[0][2].xxxx\n"
+ "EMIT IMM[0].xxxx\n"
+ "MOV OUT[0], IN[1][0]\n"
+ "MOV OUT[1], IN[1][1]\n"
+ "MOV OUT[2].x, IN[1][2].xxxx\n"
+ "EMIT IMM[0].xxxx\n"
+ "MOV OUT[0], IN[2][0]\n"
+ "MOV OUT[1], IN[2][1]\n"
+ "MOV OUT[2].x, IN[2][2].xxxx\n"
+ "EMIT IMM[0].xxxx\n"
+ "END\n";
+ struct tgsi_token tokens[1000];
+ struct pipe_shader_state state;
+
+ if (!tgsi_text_translate(text, tokens, ARRAY_SIZE(tokens))) {
+ assert(0);
+ return NULL;
+ }
+ pipe_shader_state_from_tgsi(&state, tokens);
+ return pipe->create_gs_state(pipe, &state);
+}
+
+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);
+ }
+}
/**
* 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;
+ * 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 writemask )
+ 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;
- ureg = ureg_create( TGSI_PROCESSOR_FRAGMENT );
- if (ureg == NULL)
+ 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,
- TGSI_INTERPOLATE_PERSPECTIVE );
+ 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 );
}
- ureg_TEX( ureg,
- ureg_writemask(out, writemask),
- TGSI_TEXTURE_2D, tex, sampler );
+ 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 );
}
+
+/**
+ * Make a simple fragment shader that sets the output color to a color
+ * taken from a texture.
+ * \param tex_target one of PIPE_TEXTURE_x
+ */
void *
-util_make_fragment_tex_shader(struct pipe_context *pipe )
+util_make_fragment_tex_shader(struct pipe_context *pipe, unsigned tex_target,
+ unsigned interp_mode,
+ enum tgsi_return_type stype,
+ enum tgsi_return_type dtype,
+ bool load_level_zero,
+ bool use_txf)
{
return util_make_fragment_tex_shader_writemask( pipe,
- TGSI_WRITEMASK_XYZW );
+ tex_target,
+ interp_mode,
+ TGSI_WRITEMASK_XYZW,
+ stype, dtype, load_level_zero,
+ use_txf);
+}
+
+
+/**
+ * Make a simple fragment texture shader which reads an X component from
+ * a texture and writes it as depth.
+ */
+void *
+util_make_fragment_tex_shader_writedepth(struct pipe_context *pipe,
+ unsigned tex_target,
+ unsigned interp_mode,
+ bool load_level_zero,
+ bool use_txf)
+{
+ struct ureg_program *ureg;
+ struct ureg_src sampler;
+ struct ureg_src tex;
+ struct ureg_dst out, depth;
+ struct ureg_src imm;
+
+ ureg = ureg_create( PIPE_SHADER_FRAGMENT );
+ if (!ureg)
+ return NULL;
+
+ 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);
+
+ 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 );
+
+ imm = ureg_imm4f( ureg, 0, 0, 0, 1 );
+
+ ureg_MOV( ureg, out, imm );
+
+ ureg_load_tex(ureg, ureg_writemask(depth, TGSI_WRITEMASK_Z), tex, sampler,
+ tex_target, load_level_zero, use_txf);
+ ureg_END( ureg );
+
+ return ureg_create_shader_and_destroy( ureg, 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,
+ 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 );
+}
+
/**
- * Make simple fragment color pass-through shader.
+ * Make a simple fragment texture shader which reads a texture and writes it
+ * as stencil.
*/
void *
-util_make_fragment_passthrough_shader(struct pipe_context *pipe)
+util_make_fragment_tex_shader_writestencil(struct pipe_context *pipe,
+ unsigned tex_target,
+ unsigned interp_mode,
+ bool load_level_zero,
+ bool use_txf)
+{
+ struct ureg_program *ureg;
+ struct ureg_src stencil_sampler;
+ struct ureg_src tex;
+ struct ureg_dst out, stencil;
+ struct ureg_src imm;
+
+ ureg = ureg_create( PIPE_SHADER_FRAGMENT );
+ if (!ureg)
+ return NULL;
+
+ stencil_sampler = ureg_DECL_sampler( ureg, 0 );
+
+ 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 );
+
+ 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(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 );
+}
+
+
+/**
+ * Make simple fragment color pass-through shader that replicates OUT[0]
+ * to all bound colorbuffers.
+ */
+void *
+util_make_fragment_passthrough_shader(struct pipe_context *pipe,
+ int input_semantic,
+ int input_interpolate,
+ boolean write_all_cbufs)
+{
+ static const char shader_templ[] =
+ "FRAG\n"
+ "%s"
+ "DCL IN[0], %s[0], %s\n"
+ "DCL OUT[0], COLOR[0]\n"
+
+ "MOV OUT[0], IN[0]\n"
+ "END\n";
+
+ char text[sizeof(shader_templ)+100];
+ struct tgsi_token tokens[1000];
+ struct pipe_shader_state state;
+
+ sprintf(text, shader_templ,
+ write_all_cbufs ? "PROPERTY FS_COLOR0_WRITES_ALL_CBUFS 1\n" : "",
+ tgsi_semantic_names[input_semantic],
+ tgsi_interpolate_names[input_interpolate]);
+
+ if (!tgsi_text_translate(text, tokens, ARRAY_SIZE(tokens))) {
+ assert(0);
+ return NULL;
+ }
+ pipe_shader_state_from_tgsi(&state, tokens);
+#if 0
+ tgsi_dump(state.tokens, 0);
+#endif
+
+ return pipe->create_fs_state(pipe, &state);
+}
+
+
+void *
+util_make_empty_fragment_shader(struct pipe_context *pipe)
+{
+ struct ureg_program *ureg = ureg_create(PIPE_SHADER_FRAGMENT);
+ if (!ureg)
+ return NULL;
+
+ ureg_END(ureg);
+ return ureg_create_shader_and_destroy(ureg, pipe);
+}
+
+
+/**
+ * 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;
+ 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)
+ ureg = ureg_create( PIPE_SHADER_FRAGMENT );
+ if (!ureg)
return NULL;
- src = ureg_DECL_fs_input( ureg, TGSI_SEMANTIC_COLOR, 0,
- TGSI_INTERPOLATE_PERSPECTIVE );
+ src = ureg_DECL_fs_input( ureg, input_semantic, 0,
+ input_interpolate );
- dst = ureg_DECL_output( ureg, TGSI_SEMANTIC_COLOR, 0 );
+ 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_MOV( ureg, dst, src );
ureg_END( ureg );
return ureg_create_shader_and_destroy( ureg, pipe );
}
+static void *
+util_make_fs_blit_msaa_gen(struct pipe_context *pipe,
+ enum tgsi_texture_type tgsi_tex,
+ const char *samp_type,
+ const char *output_semantic,
+ const char *output_mask,
+ const char *conversion_decl,
+ const char *conversion)
+{
+ static const char shader_templ[] =
+ "FRAG\n"
+ "DCL IN[0], GENERIC[0], LINEAR\n"
+ "DCL SAMP[0]\n"
+ "DCL SVIEW[0], %s, %s\n"
+ "DCL OUT[0], %s\n"
+ "DCL TEMP[0]\n"
+ "%s"
+
+ "F2U TEMP[0], IN[0]\n"
+ "TXF TEMP[0], TEMP[0], SAMP[0], %s\n"
+ "%s"
+ "MOV OUT[0]%s, TEMP[0]\n"
+ "END\n";
+
+ const char *type = tgsi_texture_names[tgsi_tex];
+ char text[sizeof(shader_templ)+100];
+ struct tgsi_token tokens[1000];
+ struct pipe_shader_state state;
+
+ assert(tgsi_tex == TGSI_TEXTURE_2D_MSAA ||
+ tgsi_tex == TGSI_TEXTURE_2D_ARRAY_MSAA);
+
+ util_snprintf(text, sizeof(text), shader_templ, type, samp_type,
+ output_semantic, conversion_decl, type, conversion, output_mask);
+
+ if (!tgsi_text_translate(text, tokens, ARRAY_SIZE(tokens))) {
+ puts(text);
+ assert(0);
+ return NULL;
+ }
+ pipe_shader_state_from_tgsi(&state, tokens);
+#if 0
+ tgsi_dump(state.tokens, 0);
+#endif
+
+ return pipe->create_fs_state(pipe, &state);
+}
+
+
+/**
+ * Make a fragment shader that sets the output color to a color
+ * fetched from a multisample texture.
+ * \param tex_target one of PIPE_TEXTURE_x
+ */
+void *
+util_make_fs_blit_msaa_color(struct pipe_context *pipe,
+ enum tgsi_texture_type tgsi_tex,
+ enum tgsi_return_type stype,
+ enum tgsi_return_type dtype)
+{
+ const char *samp_type;
+ const char *conversion_decl = "";
+ const char *conversion = "";
+
+ if (stype == TGSI_RETURN_TYPE_UINT) {
+ samp_type = "UINT";
+
+ if (dtype == TGSI_RETURN_TYPE_SINT) {
+ conversion_decl = "IMM[0] UINT32 {2147483647, 0, 0, 0}\n";
+ conversion = "UMIN TEMP[0], TEMP[0], IMM[0].xxxx\n";
+ }
+ } else if (stype == TGSI_RETURN_TYPE_SINT) {
+ samp_type = "SINT";
+
+ if (dtype == TGSI_RETURN_TYPE_UINT) {
+ conversion_decl = "IMM[0] INT32 {0, 0, 0, 0}\n";
+ conversion = "IMAX TEMP[0], TEMP[0], IMM[0].xxxx\n";
+ }
+ } else {
+ assert(dtype == TGSI_RETURN_TYPE_FLOAT);
+ samp_type = "FLOAT";
+ }
+
+ return util_make_fs_blit_msaa_gen(pipe, tgsi_tex, samp_type,
+ "COLOR[0]", "", conversion_decl,
+ conversion);
+}
+
+
+/**
+ * Make a fragment shader that sets the output depth to a depth value
+ * fetched from a multisample texture.
+ * \param tex_target one of PIPE_TEXTURE_x
+ */
+void *
+util_make_fs_blit_msaa_depth(struct pipe_context *pipe,
+ enum tgsi_texture_type tgsi_tex)
+{
+ return util_make_fs_blit_msaa_gen(pipe, tgsi_tex, "FLOAT",
+ "POSITION", ".z", "", "");
+}
+
+
+/**
+ * Make a fragment shader that sets the output stencil to a stencil value
+ * fetched from a multisample texture.
+ * \param tex_target one of PIPE_TEXTURE_x
+ */
+void *
+util_make_fs_blit_msaa_stencil(struct pipe_context *pipe,
+ enum tgsi_texture_type tgsi_tex)
+{
+ return util_make_fs_blit_msaa_gen(pipe, tgsi_tex, "UINT",
+ "STENCIL", ".y", "", "");
+}
+
+
+/**
+ * Make a fragment shader that sets the output depth and stencil to depth
+ * and stencil values fetched from two multisample textures / samplers.
+ * The sizes of both textures should match (it should be one depth-stencil
+ * texture).
+ * \param tex_target one of PIPE_TEXTURE_x
+ */
+void *
+util_make_fs_blit_msaa_depthstencil(struct pipe_context *pipe,
+ enum tgsi_texture_type tgsi_tex)
+{
+ static const char shader_templ[] =
+ "FRAG\n"
+ "DCL IN[0], GENERIC[0], LINEAR\n"
+ "DCL SAMP[0..1]\n"
+ "DCL SVIEW[0..1], %s, FLOAT\n"
+ "DCL OUT[0], POSITION\n"
+ "DCL OUT[1], STENCIL\n"
+ "DCL TEMP[0]\n"
+
+ "F2U TEMP[0], IN[0]\n"
+ "TXF OUT[0].z, TEMP[0], SAMP[0], %s\n"
+ "TXF OUT[1].y, TEMP[0], SAMP[1], %s\n"
+ "END\n";
+
+ const char *type = tgsi_texture_names[tgsi_tex];
+ char text[sizeof(shader_templ)+100];
+ struct tgsi_token tokens[1000];
+ struct pipe_shader_state state;
+
+ assert(tgsi_tex == TGSI_TEXTURE_2D_MSAA ||
+ tgsi_tex == TGSI_TEXTURE_2D_ARRAY_MSAA);
+
+ sprintf(text, shader_templ, type, type, type);
+
+ if (!tgsi_text_translate(text, tokens, ARRAY_SIZE(tokens))) {
+ assert(0);
+ return NULL;
+ }
+ pipe_shader_state_from_tgsi(&state, tokens);
+#if 0
+ tgsi_dump(state.tokens, 0);
+#endif
+
+ return pipe->create_fs_state(pipe, &state);
+}
+
+
+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);
+}
+
+
+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);
+}
+
+void *
+util_make_geometry_passthrough_shader(struct pipe_context *pipe,
+ uint num_attribs,
+ const ubyte *semantic_names,
+ const ubyte *semantic_indexes)
+{
+ static const unsigned zero[4] = {0, 0, 0, 0};
+
+ struct ureg_program *ureg;
+ struct ureg_dst dst[PIPE_MAX_SHADER_OUTPUTS];
+ struct ureg_src src[PIPE_MAX_SHADER_INPUTS];
+ struct ureg_src imm;
+
+ unsigned i;
+
+ ureg = ureg_create(PIPE_SHADER_GEOMETRY);
+ if (!ureg)
+ return NULL;
+
+ ureg_property(ureg, TGSI_PROPERTY_GS_INPUT_PRIM, PIPE_PRIM_POINTS);
+ ureg_property(ureg, TGSI_PROPERTY_GS_OUTPUT_PRIM, PIPE_PRIM_POINTS);
+ ureg_property(ureg, TGSI_PROPERTY_GS_MAX_OUTPUT_VERTICES, 1);
+ ureg_property(ureg, TGSI_PROPERTY_GS_INVOCATIONS, 1);
+ imm = ureg_DECL_immediate_uint(ureg, zero, 4);
+
+ /**
+ * Loop over all the attribs and declare the corresponding
+ * declarations in the geometry shader
+ */
+ for (i = 0; i < num_attribs; i++) {
+ src[i] = ureg_DECL_input(ureg, semantic_names[i],
+ semantic_indexes[i], 0, 1);
+ src[i] = ureg_src_dimension(src[i], 0);
+ dst[i] = ureg_DECL_output(ureg, semantic_names[i], semantic_indexes[i]);
+ }
+
+ /* MOV dst[i] src[i] */
+ for (i = 0; i < num_attribs; i++) {
+ ureg_MOV(ureg, dst[i], src[i]);
+ }
+
+ /* EMIT IMM[0] */
+ ureg_insn(ureg, TGSI_OPCODE_EMIT, NULL, 0, &imm, 1, 0);
+
+ /* END */
+ ureg_END(ureg);
+
+ return ureg_create_shader_and_destroy(ureg, pipe);
+}
+