* Brian Paul
*/
+#include "main/errors.h"
#include "main/imports.h"
#include "main/image.h"
#include "main/bufferobj.h"
#include "st_sampler_view.h"
#include "st_scissor.h"
#include "st_texture.h"
+#include "st_util.h"
+#include "st_nir.h"
#include "pipe/p_context.h"
#include "pipe/p_defines.h"
#include "util/u_format.h"
#include "util/u_inlines.h"
#include "util/u_math.h"
+#include "util/u_simple_shaders.h"
#include "util/u_tile.h"
#include "cso_cache/cso_context.h"
+#include "compiler/nir/nir_builder.h"
/**
* We have a simple glDrawPixels cache to try to optimize the case where the
*/
#define USE_DRAWPIXELS_CACHE 1
+static nir_ssa_def *
+sample_via_nir(nir_builder *b, nir_variable *texcoord,
+ const char *name, int sampler)
+{
+ const struct glsl_type *sampler2D =
+ glsl_sampler_type(GLSL_SAMPLER_DIM_2D, false, false, GLSL_TYPE_FLOAT);
+
+ nir_variable *var =
+ nir_variable_create(b->shader, nir_var_uniform, sampler2D, name);
+ var->data.binding = sampler;
+ var->data.explicit_binding = true;
+
+ nir_deref_instr *deref = nir_build_deref_var(b, var);
+
+ nir_tex_instr *tex = nir_tex_instr_create(b->shader, 3);
+ tex->op = nir_texop_tex;
+ tex->sampler_dim = GLSL_SAMPLER_DIM_2D;
+ tex->coord_components = 2;
+ tex->dest_type = nir_type_float;
+ tex->src[0].src_type = nir_tex_src_texture_deref;
+ tex->src[0].src = nir_src_for_ssa(&deref->dest.ssa);
+ tex->src[1].src_type = nir_tex_src_sampler_deref;
+ tex->src[1].src = nir_src_for_ssa(&deref->dest.ssa);
+ tex->src[2].src_type = nir_tex_src_coord;
+ tex->src[2].src =
+ nir_src_for_ssa(nir_channels(b, nir_load_var(b, texcoord),
+ (1 << tex->coord_components) - 1));
+
+ nir_ssa_dest_init(&tex->instr, &tex->dest, 4, 32, NULL);
+ nir_builder_instr_insert(b, &tex->instr);
+ return nir_channel(b, &tex->dest.ssa, 0);
+}
+
+static void *
+make_drawpix_z_stencil_program_nir(struct st_context *st,
+ bool write_depth,
+ bool write_stencil)
+{
+ struct nir_builder b;
+ const nir_shader_compiler_options *options =
+ st->ctx->Const.ShaderCompilerOptions[MESA_SHADER_FRAGMENT].NirOptions;
+
+ nir_builder_init_simple_shader(&b, NULL, MESA_SHADER_FRAGMENT, options);
+
+ nir_variable *texcoord =
+ nir_variable_create(b.shader, nir_var_shader_in, glsl_vec_type(2),
+ "texcoord");
+ texcoord->data.location = VARYING_SLOT_TEX0;
+
+ if (write_depth) {
+ nir_variable *out =
+ nir_variable_create(b.shader, nir_var_shader_out, glsl_float_type(),
+ "gl_FragDepth");
+ out->data.location = FRAG_RESULT_DEPTH;
+ nir_ssa_def *depth = sample_via_nir(&b, texcoord, "depth", 0);
+ nir_store_var(&b, out, depth, 0x1);
+
+ /* Also copy color */
+ nir_variable *color_in =
+ nir_variable_create(b.shader, nir_var_shader_in, glsl_vec_type(4),
+ "v_color");
+ color_in->data.location = VARYING_SLOT_COL0;
+
+ nir_variable *color_out =
+ nir_variable_create(b.shader, nir_var_shader_out, glsl_vec_type(4),
+ "gl_FragColor");
+ color_out->data.location = FRAG_RESULT_COLOR;
+ nir_copy_var(&b, color_out, color_in);
+ }
+
+ if (write_stencil) {
+ nir_variable *out =
+ nir_variable_create(b.shader, nir_var_shader_out, glsl_uint_type(),
+ "gl_FragStencilRefARB");
+ out->data.location = FRAG_RESULT_STENCIL;
+ nir_ssa_def *stencil = sample_via_nir(&b, texcoord, "stencil", 1);
+ nir_store_var(&b, out, stencil, 0x1);
+ }
+
+ char name[14];
+ snprintf(name, 14, "drawpixels %s%s",
+ write_depth ? "Z" : "", write_stencil ? "S" : "");
+
+ return st_nir_finish_builtin_shader(st, b.shader, name);
+}
-/**
- * Create fragment program that does a TEX() instruction to get a Z and/or
- * stencil value value, then writes to FRAG_RESULT_DEPTH/FRAG_RESULT_STENCIL.
- * Used for glDrawPixels(GL_DEPTH_COMPONENT / GL_STENCIL_INDEX).
- * Pass fragment color through as-is.
- *
- * \return CSO of the fragment shader.
- */
static void *
-get_drawpix_z_stencil_program(struct st_context *st,
- GLboolean write_depth,
- GLboolean write_stencil)
+make_drawpix_z_stencil_program_tgsi(struct st_context *st,
+ bool write_depth,
+ bool write_stencil)
{
struct ureg_program *ureg;
struct ureg_src depth_sampler, stencil_sampler;
struct ureg_src texcoord, color;
struct ureg_dst out_color, out_depth, out_stencil;
- const GLuint shaderIndex = write_depth * 2 + write_stencil;
- void *cso;
-
- assert(shaderIndex < ARRAY_SIZE(st->drawpix.zs_shaders));
-
- if (st->drawpix.zs_shaders[shaderIndex]) {
- /* already have the proper shader */
- return st->drawpix.zs_shaders[shaderIndex];
- }
ureg = ureg_create(PIPE_SHADER_FRAGMENT);
if (ureg == NULL)
TGSI_TEXTURE_2D, texcoord, stencil_sampler);
ureg_END(ureg);
- cso = ureg_create_shader_and_destroy(ureg, st->pipe);
+ return ureg_create_shader_and_destroy(ureg, st->pipe);
+}
+
+
+/**
+ * Create fragment program that does a TEX() instruction to get a Z and/or
+ * stencil value value, then writes to FRAG_RESULT_DEPTH/FRAG_RESULT_STENCIL.
+ * Used for glDrawPixels(GL_DEPTH_COMPONENT / GL_STENCIL_INDEX).
+ * Pass fragment color through as-is.
+ *
+ * \return CSO of the fragment shader.
+ */
+static void *
+get_drawpix_z_stencil_program(struct st_context *st,
+ bool write_depth,
+ bool write_stencil)
+{
+ struct pipe_screen *pscreen = st->pipe->screen;
+ const GLuint shaderIndex = write_depth * 2 + write_stencil;
+ void *cso;
+
+ assert(shaderIndex < ARRAY_SIZE(st->drawpix.zs_shaders));
+
+ if (st->drawpix.zs_shaders[shaderIndex]) {
+ /* already have the proper shader */
+ return st->drawpix.zs_shaders[shaderIndex];
+ }
+
+ enum pipe_shader_ir preferred_ir =
+ pscreen->get_shader_param(pscreen, PIPE_SHADER_FRAGMENT,
+ PIPE_SHADER_CAP_PREFERRED_IR);
+
+ if (preferred_ir == PIPE_SHADER_IR_NIR)
+ cso = make_drawpix_z_stencil_program_nir(st, write_depth, write_stencil);
+ else
+ cso = make_drawpix_z_stencil_program_tgsi(st, write_depth, write_stencil);
/* save the new shader */
st->drawpix.zs_shaders[shaderIndex] = cso;
/**
* Create a simple vertex shader that just passes through the
- * vertex position and texcoord (and optionally, color).
+ * vertex position, texcoord, and color.
*/
-static void *
-make_passthrough_vertex_shader(struct st_context *st,
- GLboolean passColor)
+void
+st_make_passthrough_vertex_shader(struct st_context *st)
{
- const unsigned texcoord_semantic = st->needs_texcoord_semantic ?
- TGSI_SEMANTIC_TEXCOORD : TGSI_SEMANTIC_GENERIC;
-
- if (!st->drawpix.vert_shaders[passColor]) {
- struct ureg_program *ureg = ureg_create( PIPE_SHADER_VERTEX );
+ struct pipe_context *pipe = st->pipe;
+ struct pipe_screen *screen = pipe->screen;
- if (ureg == NULL)
- return NULL;
+ if (st->passthrough_vs)
+ return;
- /* MOV result.pos, vertex.pos; */
- ureg_MOV(ureg,
- ureg_DECL_output( ureg, TGSI_SEMANTIC_POSITION, 0 ),
- ureg_DECL_vs_input( ureg, 0 ));
+ enum pipe_shader_ir preferred_ir =
+ screen->get_shader_param(screen, PIPE_SHADER_VERTEX,
+ PIPE_SHADER_CAP_PREFERRED_IR);
- if (passColor) {
- /* MOV result.color0, vertex.attr[1]; */
- ureg_MOV(ureg,
- ureg_DECL_output( ureg, TGSI_SEMANTIC_COLOR, 0 ),
- ureg_DECL_vs_input( ureg, 1 ));
- }
+ if (preferred_ir == PIPE_SHADER_IR_NIR) {
+ unsigned inputs[] =
+ { VERT_ATTRIB_POS, VERT_ATTRIB_COLOR0, VERT_ATTRIB_GENERIC0 };
+ unsigned outputs[] =
+ { VARYING_SLOT_POS, VARYING_SLOT_COL0, VARYING_SLOT_TEX0 };
- /* MOV result.texcoord0, vertex.attr[2]; */
- ureg_MOV(ureg,
- ureg_DECL_output( ureg, texcoord_semantic, 0 ),
- ureg_DECL_vs_input( ureg, 2 ));
-
- ureg_END( ureg );
-
- st->drawpix.vert_shaders[passColor] =
- ureg_create_shader_and_destroy( ureg, st->pipe );
+ st->passthrough_vs =
+ st_nir_make_passthrough_shader(st, "drawpixels VS",
+ MESA_SHADER_VERTEX, 3,
+ inputs, outputs, NULL, 0);
+ } else {
+ const uint semantic_names[] = { TGSI_SEMANTIC_POSITION,
+ TGSI_SEMANTIC_COLOR,
+ st->needs_texcoord_semantic ? TGSI_SEMANTIC_TEXCOORD :
+ TGSI_SEMANTIC_GENERIC };
+ const uint semantic_indexes[] = { 0, 0, 0 };
+
+ st->passthrough_vs =
+ util_make_vertex_passthrough_shader(st->pipe, 3, semantic_names,
+ semantic_indexes, false);
}
-
- return st->drawpix.vert_shaders[passColor];
}
GLenum intFormat = internal_format(ctx, format, type);
pipeFormat = st_choose_format(st, intFormat, format, type,
- st->internal_target, 0,
+ st->internal_target, 0, 0,
PIPE_BIND_SAMPLER_VIEW, FALSE);
assert(pipeFormat != PIPE_FORMAT_NONE);
}
dest = pipe_transfer_map(pipe, pt, 0, 0,
PIPE_TRANSFER_WRITE, 0, 0,
width, height, &transfer);
-
+ if (!dest) {
+ pipe_resource_reference(&pt, NULL);
+ _mesa_unmap_pbo_source(ctx, unpack);
+ return NULL;
+ }
/* Put image into texture transfer.
* Note that the image is actually going to be upside down in
ctx->Color._ClampFragmentColor;
rasterizer.half_pixel_center = 1;
rasterizer.bottom_edge_rule = 1;
- rasterizer.depth_clip = !ctx->Transform.DepthClamp;
+ rasterizer.depth_clip_near = !ctx->Transform.DepthClampNear;
+ rasterizer.depth_clip_far = !ctx->Transform.DepthClampFar;
rasterizer.scissor = ctx->Scissor.EnableFlags;
cso_set_rasterizer(cso, &rasterizer);
}
GLenum format, GLenum type,
const struct gl_pixelstore_attrib *unpack, const void *pixels)
{
- void *driver_vp, *driver_fp;
+ void *driver_fp;
struct st_context *st = st_context(ctx);
struct pipe_context *pipe = st->pipe;
GLboolean write_stencil = GL_FALSE, write_depth = GL_FALSE;
st_flush_bitmap_cache(st);
st_invalidate_readpix_cache(st);
- st_validate_state(st, ST_PIPELINE_RENDER);
+ st_validate_state(st, ST_PIPELINE_META);
/* Limit the size of the glDrawPixels to the max texture size.
* Strictly speaking, that's not correct but since we don't handle
return;
}
+ /* Put glDrawPixels image into a texture */
+ pt = make_texture(st, width, height, format, type, unpack, pixels);
+ if (!pt) {
+ _mesa_error(ctx, GL_OUT_OF_MEMORY, "glDrawPixels");
+ return;
+ }
+
+ st_make_passthrough_vertex_shader(st);
+
/*
* Get vertex/fragment shaders
*/
if (write_depth || write_stencil) {
driver_fp = get_drawpix_z_stencil_program(st, write_depth,
write_stencil);
- driver_vp = make_passthrough_vertex_shader(st, GL_TRUE);
}
else {
fpv = get_color_fp_variant(st);
driver_fp = fpv->driver_shader;
- driver_vp = make_passthrough_vertex_shader(st, GL_FALSE);
if (ctx->Pixel.MapColorFlag) {
pipe_sampler_view_reference(&sv[1],
st_upload_constants(st, &st->fp->Base);
}
- /* Put glDrawPixels image into a texture */
- pt = make_texture(st, width, height, format, type, unpack, pixels);
- if (!pt) {
- _mesa_error(ctx, GL_OUT_OF_MEMORY, "glDrawPixels");
- return;
- }
-
/* create sampler view for the image */
sv[0] = st_create_texture_sampler_view(st->pipe, pt);
if (!sv[0]) {
ctx->Pixel.ZoomX, ctx->Pixel.ZoomY,
sv,
num_sampler_view,
- driver_vp,
+ st->passthrough_vs,
driver_fp, fpv,
ctx->Current.RasterColor,
GL_FALSE, write_depth, write_stencil);
if (screen->is_format_supported(screen, blit.src.format,
blit.src.resource->target,
blit.src.resource->nr_samples,
+ blit.src.resource->nr_storage_samples,
PIPE_BIND_SAMPLER_VIEW) &&
screen->is_format_supported(screen, blit.dst.format,
blit.dst.resource->target,
blit.dst.resource->nr_samples,
+ blit.dst.resource->nr_storage_samples,
PIPE_BIND_RENDER_TARGET)) {
pipe->blit(pipe, &blit);
return GL_TRUE;
struct pipe_context *pipe = st->pipe;
struct pipe_screen *screen = pipe->screen;
struct st_renderbuffer *rbRead;
- void *driver_vp, *driver_fp;
+ void *driver_fp;
struct pipe_resource *pt;
struct pipe_sampler_view *sv[2] = { NULL };
struct st_fp_variant *fpv = NULL;
st_flush_bitmap_cache(st);
st_invalidate_readpix_cache(st);
- st_validate_state(st, ST_PIPELINE_RENDER);
+ st_validate_state(st, ST_PIPELINE_META);
if (type == GL_DEPTH_STENCIL) {
/* XXX make this more efficient */
* are handled.
*/
+ st_make_passthrough_vertex_shader(st);
/*
* Get vertex/fragment shaders
rbRead = st_get_color_read_renderbuffer(ctx);
driver_fp = fpv->driver_shader;
- driver_vp = make_passthrough_vertex_shader(st, GL_FALSE);
if (ctx->Pixel.MapColorFlag) {
pipe_sampler_view_reference(&sv[1],
Attachment[BUFFER_DEPTH].Renderbuffer);
driver_fp = get_drawpix_z_stencil_program(st, GL_TRUE, GL_FALSE);
- driver_vp = make_passthrough_vertex_shader(st, GL_TRUE);
}
/* Choose the format for the temporary texture. */
(type == GL_COLOR ? PIPE_BIND_RENDER_TARGET : PIPE_BIND_DEPTH_STENCIL);
if (!screen->is_format_supported(screen, srcFormat, st->internal_target, 0,
- srcBind)) {
+ 0, srcBind)) {
/* srcFormat is non-renderable. Find a compatible renderable format. */
if (type == GL_DEPTH) {
srcFormat = st_choose_format(st, GL_DEPTH_COMPONENT, GL_NONE,
- GL_NONE, st->internal_target, 0,
+ GL_NONE, st->internal_target, 0, 0,
srcBind, FALSE);
}
else {
if (util_format_is_float(srcFormat)) {
srcFormat = st_choose_format(st, GL_RGBA32F, GL_NONE,
- GL_NONE, st->internal_target, 0,
+ GL_NONE, st->internal_target, 0, 0,
srcBind, FALSE);
}
else if (util_format_is_pure_sint(srcFormat)) {
srcFormat = st_choose_format(st, GL_RGBA32I, GL_NONE,
- GL_NONE, st->internal_target, 0,
+ GL_NONE, st->internal_target, 0, 0,
srcBind, FALSE);
}
else if (util_format_is_pure_uint(srcFormat)) {
srcFormat = st_choose_format(st, GL_RGBA32UI, GL_NONE,
- GL_NONE, st->internal_target, 0,
+ GL_NONE, st->internal_target, 0, 0,
srcBind, FALSE);
}
else if (util_format_is_snorm(srcFormat)) {
srcFormat = st_choose_format(st, GL_RGBA16_SNORM, GL_NONE,
- GL_NONE, st->internal_target, 0,
+ GL_NONE, st->internal_target, 0, 0,
srcBind, FALSE);
}
else {
srcFormat = st_choose_format(st, GL_RGBA, GL_NONE,
- GL_NONE, st->internal_target, 0,
+ GL_NONE, st->internal_target, 0, 0,
srcBind, FALSE);
}
}
width, height, ctx->Pixel.ZoomX, ctx->Pixel.ZoomY,
sv,
num_sampler_view,
- driver_vp,
+ st->passthrough_vs,
driver_fp, fpv,
ctx->Current.Attrib[VERT_ATTRIB_COLOR0],
invertTex, GL_FALSE, GL_FALSE);
st->drawpix.zs_shaders[i]);
}
- if (st->drawpix.vert_shaders[0])
- cso_delete_vertex_shader(st->cso_context, st->drawpix.vert_shaders[0]);
- if (st->drawpix.vert_shaders[1])
- cso_delete_vertex_shader(st->cso_context, st->drawpix.vert_shaders[1]);
+ if (st->passthrough_vs)
+ cso_delete_vertex_shader(st->cso_context, st->passthrough_vs);
/* Free cache data */
for (i = 0; i < ARRAY_SIZE(st->drawpix_cache.entries); i++) {