#include "cso_cache/cso_context.h"
-/**
- * Check if the given program is:
- * 0: MOVE result.color, fragment.color;
- * 1: END;
- */
-static GLboolean
-is_passthrough_program(const struct gl_fragment_program *prog)
-{
- if (prog->Base.NumInstructions == 2) {
- const struct prog_instruction *inst = prog->Base.Instructions;
- if (inst[0].Opcode == OPCODE_MOV &&
- inst[1].Opcode == OPCODE_END &&
- inst[0].DstReg.File == PROGRAM_OUTPUT &&
- inst[0].DstReg.Index == FRAG_RESULT_COLOR &&
- inst[0].DstReg.WriteMask == WRITEMASK_XYZW &&
- inst[0].SrcReg[0].File == PROGRAM_INPUT &&
- inst[0].SrcReg[0].Index == VARYING_SLOT_COL0 &&
- inst[0].SrcReg[0].Swizzle == SWIZZLE_XYZW) {
- return GL_TRUE;
- }
- }
- return GL_FALSE;
-}
-
-
-/**
- * Returns a fragment program which implements the current pixel transfer ops.
- */
-static struct gl_fragment_program *
-get_glsl_pixel_transfer_program(struct st_context *st,
- struct st_fragment_program *orig)
-{
- int pixelMaps = 0, scaleAndBias = 0;
- struct gl_context *ctx = st->ctx;
- struct st_fragment_program *fp = (struct st_fragment_program *)
- ctx->Driver.NewProgram(ctx, GL_FRAGMENT_PROGRAM_ARB, 0);
-
- if (!fp)
- return NULL;
-
- if (ctx->Pixel.RedBias != 0.0 || ctx->Pixel.RedScale != 1.0 ||
- ctx->Pixel.GreenBias != 0.0 || ctx->Pixel.GreenScale != 1.0 ||
- ctx->Pixel.BlueBias != 0.0 || ctx->Pixel.BlueScale != 1.0 ||
- ctx->Pixel.AlphaBias != 0.0 || ctx->Pixel.AlphaScale != 1.0) {
- scaleAndBias = 1;
- }
-
- pixelMaps = ctx->Pixel.MapColorFlag;
-
- if (pixelMaps) {
- /* create the colormap/texture now if not already done */
- if (!st->pixel_xfer.pixelmap_texture) {
- st->pixel_xfer.pixelmap_texture = st_create_color_map_texture(ctx);
- st->pixel_xfer.pixelmap_sampler_view =
- st_create_texture_sampler_view(st->pipe,
- st->pixel_xfer.pixelmap_texture);
- }
- }
-
- get_pixel_transfer_visitor(fp, orig->glsl_to_tgsi,
- scaleAndBias, pixelMaps);
-
- return &fp->Base;
-}
-
-
-/**
- * Make fragment shader for glDraw/CopyPixels. This shader is made
- * by combining the pixel transfer shader with the user-defined shader.
- * \param fpIn the current/incoming fragment program
- * \param fpOut returns the combined fragment program
- */
-void
-st_make_drawpix_fragment_program(struct st_context *st,
- struct gl_fragment_program *fpIn,
- struct gl_fragment_program **fpOut)
-{
- struct gl_program *newProg;
- struct st_fragment_program *stfp = (struct st_fragment_program *) fpIn;
-
- if (is_passthrough_program(fpIn)) {
- newProg = (struct gl_program *) _mesa_clone_fragment_program(st->ctx,
- &st->pixel_xfer.program->Base);
- }
- else if (stfp->glsl_to_tgsi != NULL) {
- newProg = (struct gl_program *) get_glsl_pixel_transfer_program(st, stfp);
- }
- else {
-#if 0
- /* debug */
- printf("Base program:\n");
- _mesa_print_program(&fpIn->Base);
- printf("DrawPix program:\n");
- _mesa_print_program(&st->pixel_xfer.program->Base.Base);
-#endif
- newProg = _mesa_combine_programs(st->ctx,
- &st->pixel_xfer.program->Base.Base,
- &fpIn->Base);
- }
-
-#if 0
- /* debug */
- printf("Combined DrawPixels program:\n");
- _mesa_print_program(newProg);
- printf("InputsRead: 0x%x\n", newProg->InputsRead);
- printf("OutputsWritten: 0x%x\n", newProg->OutputsWritten);
- _mesa_print_parameter_list(newProg->Parameters);
-#endif
-
- *fpOut = (struct gl_fragment_program *) newProg;
-}
-
-
/**
* 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 pointer to the gl_fragment program
+ *
+ * \return CSO of the fragment shader.
*/
-struct gl_fragment_program *
-st_make_drawpix_z_stencil_program(struct st_context *st,
- GLboolean write_depth,
- GLboolean write_stencil)
+static void *
+get_drawpix_z_stencil_program(struct st_context *st,
+ GLboolean write_depth,
+ GLboolean write_stencil)
{
- struct gl_context *ctx = st->ctx;
- struct gl_program *p;
- struct gl_fragment_program *fp;
- GLuint ic = 0;
+ 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.shaders));
+ assert(shaderIndex < ARRAY_SIZE(st->drawpix.zs_shaders));
- if (st->drawpix.shaders[shaderIndex]) {
+ if (st->drawpix.zs_shaders[shaderIndex]) {
/* already have the proper shader */
- return st->drawpix.shaders[shaderIndex];
+ return st->drawpix.zs_shaders[shaderIndex];
}
- /*
- * Create shader now
- */
- p = ctx->Driver.NewProgram(ctx, GL_FRAGMENT_PROGRAM_ARB, 0);
- if (!p)
+ ureg = ureg_create(TGSI_PROCESSOR_FRAGMENT);
+ if (ureg == NULL)
return NULL;
- p->NumInstructions = write_depth ? 3 : 1;
- p->NumInstructions += write_stencil ? 1 : 0;
-
- p->Instructions = _mesa_alloc_instructions(p->NumInstructions);
- if (!p->Instructions) {
- ctx->Driver.DeleteProgram(ctx, p);
- return NULL;
- }
- _mesa_init_instructions(p->Instructions, p->NumInstructions);
+ ureg_property(ureg, TGSI_PROPERTY_FS_COLOR0_WRITES_ALL_CBUFS, TRUE);
if (write_depth) {
- /* TEX result.depth, fragment.texcoord[0], texture[0], 2D; */
- p->Instructions[ic].Opcode = OPCODE_TEX;
- p->Instructions[ic].DstReg.File = PROGRAM_OUTPUT;
- p->Instructions[ic].DstReg.Index = FRAG_RESULT_DEPTH;
- p->Instructions[ic].DstReg.WriteMask = WRITEMASK_Z;
- p->Instructions[ic].SrcReg[0].File = PROGRAM_INPUT;
- p->Instructions[ic].SrcReg[0].Index = VARYING_SLOT_TEX0;
- p->Instructions[ic].TexSrcUnit = 0;
- p->Instructions[ic].TexSrcTarget = TEXTURE_2D_INDEX;
- ic++;
- /* MOV result.color, fragment.color; */
- p->Instructions[ic].Opcode = OPCODE_MOV;
- p->Instructions[ic].DstReg.File = PROGRAM_OUTPUT;
- p->Instructions[ic].DstReg.Index = FRAG_RESULT_COLOR;
- p->Instructions[ic].SrcReg[0].File = PROGRAM_INPUT;
- p->Instructions[ic].SrcReg[0].Index = VARYING_SLOT_COL0;
- ic++;
+ color = ureg_DECL_fs_input(ureg, TGSI_SEMANTIC_COLOR, 0,
+ TGSI_INTERPOLATE_COLOR);
+ out_color = ureg_DECL_output(ureg, TGSI_SEMANTIC_COLOR, 0);
+
+ depth_sampler = ureg_DECL_sampler(ureg, 0);
+ out_depth = ureg_DECL_output(ureg, TGSI_SEMANTIC_POSITION, 0);
}
if (write_stencil) {
- /* TEX result.stencil, fragment.texcoord[0], texture[0], 2D; */
- p->Instructions[ic].Opcode = OPCODE_TEX;
- p->Instructions[ic].DstReg.File = PROGRAM_OUTPUT;
- p->Instructions[ic].DstReg.Index = FRAG_RESULT_STENCIL;
- p->Instructions[ic].DstReg.WriteMask = WRITEMASK_Y;
- p->Instructions[ic].SrcReg[0].File = PROGRAM_INPUT;
- p->Instructions[ic].SrcReg[0].Index = VARYING_SLOT_TEX0;
- p->Instructions[ic].TexSrcUnit = 1;
- p->Instructions[ic].TexSrcTarget = TEXTURE_2D_INDEX;
- ic++;
+ stencil_sampler = ureg_DECL_sampler(ureg, 1);
+ out_stencil = ureg_DECL_output(ureg, TGSI_SEMANTIC_STENCIL, 0);
}
- /* END; */
- p->Instructions[ic++].Opcode = OPCODE_END;
-
- assert(ic == p->NumInstructions);
+ texcoord = ureg_DECL_fs_input(ureg,
+ st->needs_texcoord_semantic ?
+ TGSI_SEMANTIC_TEXCOORD :
+ TGSI_SEMANTIC_GENERIC,
+ 0, TGSI_INTERPOLATE_LINEAR);
- p->InputsRead = VARYING_BIT_TEX0 | VARYING_BIT_COL0;
- p->OutputsWritten = 0;
if (write_depth) {
- p->OutputsWritten |= BITFIELD64_BIT(FRAG_RESULT_DEPTH);
- p->OutputsWritten |= BITFIELD64_BIT(FRAG_RESULT_COLOR);
+ ureg_TEX(ureg, ureg_writemask(out_depth, TGSI_WRITEMASK_Z),
+ TGSI_TEXTURE_2D, texcoord, depth_sampler);
+ ureg_MOV(ureg, out_color, color);
}
- if (write_stencil)
- p->OutputsWritten |= BITFIELD64_BIT(FRAG_RESULT_STENCIL);
- p->SamplersUsed = 0x1; /* sampler 0 (bit 0) is used */
if (write_stencil)
- p->SamplersUsed |= 1 << 1;
+ ureg_TEX(ureg, ureg_writemask(out_stencil, TGSI_WRITEMASK_Y),
+ TGSI_TEXTURE_2D, texcoord, stencil_sampler);
- fp = (struct gl_fragment_program *) p;
+ ureg_END(ureg);
+ cso = ureg_create_shader_and_destroy(ureg, st->pipe);
/* save the new shader */
- st->drawpix.shaders[shaderIndex] = fp;
-
- return fp;
+ st->drawpix.zs_shaders[shaderIndex] = cso;
+ return cso;
}
struct pipe_resource *buf = NULL;
unsigned offset;
- if (u_upload_alloc(st->uploader, 0, 4 * sizeof(verts[0]), &offset,
- &buf, (void **) &verts) != PIPE_OK) {
+ u_upload_alloc(st->uploader, 0, 4 * sizeof(verts[0]), &offset,
+ &buf, (void **) &verts);
+ if (!buf) {
return;
}
int num_sampler_view,
void *driver_vp,
void *driver_fp,
+ struct st_fp_variant *fpv,
const GLfloat *color,
GLboolean invertTex,
GLboolean write_depth, GLboolean write_stencil)
cso_set_tesseval_shader_handle(cso, NULL);
cso_set_geometry_shader_handle(cso, NULL);
- /* texture sampling state: */
+ /* user samplers, plus the drawpix samplers */
{
struct pipe_sampler_state sampler;
+
memset(&sampler, 0, sizeof(sampler));
sampler.wrap_s = PIPE_TEX_WRAP_CLAMP;
sampler.wrap_t = PIPE_TEX_WRAP_CLAMP;
sampler.mag_img_filter = PIPE_TEX_FILTER_NEAREST;
sampler.normalized_coords = normalized;
- cso_single_sampler(cso, PIPE_SHADER_FRAGMENT, 0, &sampler);
- if (num_sampler_view > 1) {
- cso_single_sampler(cso, PIPE_SHADER_FRAGMENT, 1, &sampler);
+ if (fpv) {
+ const struct pipe_sampler_state *samplers[PIPE_MAX_SAMPLERS];
+ uint num = MAX2(MAX2(fpv->drawpix_sampler, fpv->pixelmap_sampler) + 1,
+ st->state.num_samplers[PIPE_SHADER_FRAGMENT]);
+ uint i;
+
+ for (i = 0; i < st->state.num_samplers[PIPE_SHADER_FRAGMENT]; i++)
+ samplers[i] = &st->state.samplers[PIPE_SHADER_FRAGMENT][i];
+
+ samplers[fpv->drawpix_sampler] = &sampler;
+ if (sv[1])
+ samplers[fpv->pixelmap_sampler] = &sampler;
+
+ cso_set_samplers(cso, PIPE_SHADER_FRAGMENT, num, samplers);
+ } else {
+ const struct pipe_sampler_state *samplers[2] = {&sampler, &sampler};
+
+ cso_set_samplers(cso, PIPE_SHADER_FRAGMENT, num_sampler_view, samplers);
}
- cso_single_sampler_done(cso, PIPE_SHADER_FRAGMENT);
}
/* viewport state: viewport matching window dims */
cso_set_vertex_elements(cso, 3, st->velems_util_draw);
cso_set_stream_outputs(st->cso_context, 0, NULL, NULL);
- /* texture state: */
- cso_set_sampler_views(cso, PIPE_SHADER_FRAGMENT, num_sampler_view, sv);
+ /* user textures, plus the drawpix textures */
+ if (fpv) {
+ struct pipe_sampler_view *sampler_views[PIPE_MAX_SAMPLERS];
+ uint num = MAX3(fpv->drawpix_sampler + 1,
+ fpv->pixelmap_sampler + 1,
+ st->state.num_sampler_views[PIPE_SHADER_FRAGMENT]);
+
+ memcpy(sampler_views, st->state.sampler_views[PIPE_SHADER_FRAGMENT],
+ sizeof(sampler_views));
+
+ sampler_views[fpv->drawpix_sampler] = sv[0];
+ if (sv[1])
+ sampler_views[fpv->pixelmap_sampler] = sv[1];
+ cso_set_sampler_views(cso, PIPE_SHADER_FRAGMENT, num, sampler_views);
+ } else
+ cso_set_sampler_views(cso, PIPE_SHADER_FRAGMENT, num_sampler_view, sv);
/* Compute Gallium window coords (y=0=top) with pixel zoom.
* Recall that these coords are transformed by the current
memset(&key, 0, sizeof(key));
- key.st = st;
+ key.st = st->has_shareable_shaders ? NULL : st;
key.drawpixels = 1;
key.scaleAndBias = (ctx->Pixel.RedBias != 0.0 ||
ctx->Pixel.RedScale != 1.0 ||
}
-/**
- * Get fragment program variant for a glDrawPixels or glCopyPixels
- * command for depth/stencil data.
- */
-static struct st_fp_variant *
-get_depth_stencil_fp_variant(struct st_context *st, GLboolean write_depth,
- GLboolean write_stencil)
-{
- struct st_fp_variant_key key;
- struct st_fp_variant *fpv;
-
- memset(&key, 0, sizeof(key));
-
- key.st = st;
- key.drawpixels = 1;
- key.drawpixels_z = write_depth;
- key.drawpixels_stencil = write_stencil;
-
- fpv = st_get_fp_variant(st, st->fp, &key);
-
- return fpv;
-}
-
-
/**
* Clamp glDrawPixels width and height to the maximum texture size.
*/
GLboolean write_stencil = GL_FALSE, write_depth = GL_FALSE;
struct pipe_sampler_view *sv[2] = { NULL };
int num_sampler_view = 1;
- struct st_fp_variant *fpv;
struct gl_pixelstore_attrib clippedUnpack;
+ struct st_fp_variant *fpv = NULL;
+ struct pipe_resource *pt;
/* Mesa state should be up to date by now */
assert(ctx->NewState == 0x0);
* Get vertex/fragment shaders
*/
if (write_depth || write_stencil) {
- fpv = get_depth_stencil_fp_variant(st, write_depth, write_stencil);
-
- driver_fp = fpv->driver_shader;
-
+ driver_fp = get_drawpix_z_stencil_program(st, write_depth,
+ write_stencil);
driver_vp = make_passthrough_vertex_shader(st, GL_TRUE);
-
color = ctx->Current.RasterColor;
}
else {
fpv = get_color_fp_variant(st);
driver_fp = fpv->driver_shader;
-
driver_vp = make_passthrough_vertex_shader(st, GL_FALSE);
color = NULL;
- if (st->pixel_xfer.pixelmap_enabled) {
+ if (ctx->Pixel.MapColorFlag) {
pipe_sampler_view_reference(&sv[1],
st->pixel_xfer.pixelmap_sampler_view);
num_sampler_view++;
}
+
+ /* update fragment program constants */
+ st_upload_constants(st, fpv->parameters, PIPE_SHADER_FRAGMENT);
}
- /* update fragment program constants */
- st_upload_constants(st, fpv->parameters, PIPE_SHADER_FRAGMENT);
+ /* 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;
+ }
- /* draw with textured quad */
- {
- struct pipe_resource *pt
- = make_texture(st, width, height, format, type, unpack, pixels);
- if (pt) {
- sv[0] = st_create_texture_sampler_view(st->pipe, pt);
-
- if (sv[0]) {
- /* Create a second sampler view to read stencil.
- * The stencil is written using the shader stencil export
- * functionality. */
- if (write_stencil) {
- enum pipe_format stencil_format =
- util_format_stencil_only(pt->format);
- /* we should not be doing pixel map/transfer (see above) */
- assert(num_sampler_view == 1);
- sv[1] = st_create_texture_sampler_view_format(st->pipe, pt,
- stencil_format);
- num_sampler_view++;
- }
+ /* create sampler view for the image */
+ sv[0] = st_create_texture_sampler_view(st->pipe, pt);
+ if (!sv[0]) {
+ _mesa_error(ctx, GL_OUT_OF_MEMORY, "glDrawPixels");
+ pipe_resource_reference(&pt, NULL);
+ return;
+ }
- draw_textured_quad(ctx, x, y, ctx->Current.RasterPos[2],
- width, height,
- ctx->Pixel.ZoomX, ctx->Pixel.ZoomY,
- sv,
- num_sampler_view,
- driver_vp,
- driver_fp,
- color, GL_FALSE, write_depth, write_stencil);
- pipe_sampler_view_reference(&sv[0], NULL);
- if (num_sampler_view > 1)
- pipe_sampler_view_reference(&sv[1], NULL);
- }
+ /* Create a second sampler view to read stencil. The stencil is
+ * written using the shader stencil export functionality.
+ */
+ if (write_stencil) {
+ enum pipe_format stencil_format =
+ util_format_stencil_only(pt->format);
+ /* we should not be doing pixel map/transfer (see above) */
+ assert(num_sampler_view == 1);
+ sv[1] = st_create_texture_sampler_view_format(st->pipe, pt,
+ stencil_format);
+ if (!sv[1]) {
+ _mesa_error(ctx, GL_OUT_OF_MEMORY, "glDrawPixels");
pipe_resource_reference(&pt, NULL);
+ pipe_sampler_view_reference(&sv[0], NULL);
+ return;
}
+ num_sampler_view++;
}
+
+ draw_textured_quad(ctx, x, y, ctx->Current.RasterPos[2],
+ width, height,
+ ctx->Pixel.ZoomX, ctx->Pixel.ZoomY,
+ sv,
+ num_sampler_view,
+ driver_vp,
+ driver_fp, fpv,
+ color, GL_FALSE, write_depth, write_stencil);
+ pipe_sampler_view_reference(&sv[0], NULL);
+ if (num_sampler_view > 1)
+ pipe_sampler_view_reference(&sv[1], NULL);
+
+ pipe_resource_reference(&pt, NULL);
}
void *driver_vp, *driver_fp;
struct pipe_resource *pt;
struct pipe_sampler_view *sv[2] = { NULL };
+ struct st_fp_variant *fpv = NULL;
int num_sampler_view = 1;
GLfloat *color;
enum pipe_format srcFormat;
GLboolean invertTex = GL_FALSE;
GLint readX, readY, readW, readH;
struct gl_pixelstore_attrib pack = ctx->DefaultPacking;
- struct st_fp_variant *fpv;
st_validate_state(st);
* Get vertex/fragment shaders
*/
if (type == GL_COLOR) {
+ fpv = get_color_fp_variant(st);
+
rbRead = st_get_color_read_renderbuffer(ctx);
color = NULL;
- fpv = get_color_fp_variant(st);
driver_fp = fpv->driver_shader;
-
driver_vp = make_passthrough_vertex_shader(st, GL_FALSE);
- if (st->pixel_xfer.pixelmap_enabled) {
+ if (ctx->Pixel.MapColorFlag) {
pipe_sampler_view_reference(&sv[1],
st->pixel_xfer.pixelmap_sampler_view);
num_sampler_view++;
}
+
+ /* update fragment program constants */
+ st_upload_constants(st, fpv->parameters, PIPE_SHADER_FRAGMENT);
}
else {
assert(type == GL_DEPTH);
Attachment[BUFFER_DEPTH].Renderbuffer);
color = ctx->Current.Attrib[VERT_ATTRIB_COLOR0];
- fpv = get_depth_stencil_fp_variant(st, GL_TRUE, GL_FALSE);
- driver_fp = fpv->driver_shader;
-
+ driver_fp = get_drawpix_z_stencil_program(st, GL_TRUE, GL_FALSE);
driver_vp = make_passthrough_vertex_shader(st, GL_TRUE);
}
- /* update fragment program constants */
- st_upload_constants(st, fpv->parameters, PIPE_SHADER_FRAGMENT);
-
/* Choose the format for the temporary texture. */
srcFormat = rbRead->texture->format;
srcBind = PIPE_BIND_SAMPLER_VIEW |
sv,
num_sampler_view,
driver_vp,
- driver_fp,
+ driver_fp, fpv,
color, invertTex, GL_FALSE, GL_FALSE);
pipe_resource_reference(&pt, NULL);
{
GLuint i;
- for (i = 0; i < ARRAY_SIZE(st->drawpix.shaders); i++) {
- if (st->drawpix.shaders[i])
- _mesa_reference_fragprog(st->ctx, &st->drawpix.shaders[i], NULL);
+ for (i = 0; i < ARRAY_SIZE(st->drawpix.zs_shaders); i++) {
+ if (st->drawpix.zs_shaders[i])
+ cso_delete_fragment_shader(st->cso_context,
+ st->drawpix.zs_shaders[i]);
}
- st_reference_fragprog(st, &st->pixel_xfer.combined_prog, NULL);
if (st->drawpix.vert_shaders[0])
cso_delete_vertex_shader(st->cso_context, st->drawpix.vert_shaders[0]);
if (st->drawpix.vert_shaders[1])