From dff4c9ed559ae025d1d8fe7b9d1cea5a973c2225 Mon Sep 17 00:00:00 2001 From: =?utf8?q?Marek=20Ol=C5=A1=C3=A1k?= Date: Sat, 12 Dec 2009 06:34:29 +0100 Subject: [PATCH] util: add new fragment shaders to simple_shaders New shaders: * Fragment shader which writes depth sampled from a texture * Fragment shader which copies COLOR[0] to multiple render targets Additional improvements: * The fragment 'tex' shaders now take a sampler type (TGSI_TEXTURE_*) so that they can sample from any type of texture, not only from a 2D one. --- src/gallium/auxiliary/util/u_blit.c | 7 +- src/gallium/auxiliary/util/u_gen_mipmap.c | 2 +- src/gallium/auxiliary/util/u_simple_shaders.c | 70 +++++++++++++++++-- src/gallium/auxiliary/util/u_simple_shaders.h | 13 +++- 4 files changed, 80 insertions(+), 12 deletions(-) diff --git a/src/gallium/auxiliary/util/u_blit.c b/src/gallium/auxiliary/util/u_blit.c index abe1de3302b..c9050ca864c 100644 --- a/src/gallium/auxiliary/util/u_blit.c +++ b/src/gallium/auxiliary/util/u_blit.c @@ -126,7 +126,8 @@ util_create_blit(struct pipe_context *pipe, struct cso_context *cso) } /* fragment shader */ - ctx->fs[TGSI_WRITEMASK_XYZW] = util_make_fragment_tex_shader(pipe); + ctx->fs[TGSI_WRITEMASK_XYZW] = + util_make_fragment_tex_shader(pipe, TGSI_TEXTURE_2D); ctx->vbuf = NULL; /* init vertex data that doesn't change */ @@ -420,7 +421,9 @@ util_blit_pixels_writemask(struct blit_state *ctx, cso_set_sampler_textures(ctx->cso, 1, &tex); if (ctx->fs[writemask] == NULL) - ctx->fs[writemask] = util_make_fragment_tex_shader_writemask(pipe, writemask); + ctx->fs[writemask] = + util_make_fragment_tex_shader_writemask(pipe, TGSI_TEXTURE_2D, + writemask); /* shaders */ cso_set_fragment_shader_handle(ctx->cso, ctx->fs[writemask]); diff --git a/src/gallium/auxiliary/util/u_gen_mipmap.c b/src/gallium/auxiliary/util/u_gen_mipmap.c index 83263d9fe64..1728e661cdb 100644 --- a/src/gallium/auxiliary/util/u_gen_mipmap.c +++ b/src/gallium/auxiliary/util/u_gen_mipmap.c @@ -1317,7 +1317,7 @@ util_create_gen_mipmap(struct pipe_context *pipe, } /* fragment shader */ - ctx->fs = util_make_fragment_tex_shader(pipe); + ctx->fs = util_make_fragment_tex_shader(pipe, TGSI_TEXTURE_2D); /* vertex data that doesn't change */ for (i = 0; i < 4; i++) { diff --git a/src/gallium/auxiliary/util/u_simple_shaders.c b/src/gallium/auxiliary/util/u_simple_shaders.c index 1c8b157d91f..8172ead0201 100644 --- a/src/gallium/auxiliary/util/u_simple_shaders.c +++ b/src/gallium/auxiliary/util/u_simple_shaders.c @@ -2,6 +2,7 @@ * * Copyright 2008 Tungsten Graphics, Inc., Cedar Park, Texas. * All Rights Reserved. + * Copyright 2009 Marek Olšák * * Permission is hereby granted, free of charge, to any person obtaining a * copy of this software and associated documentation files (the @@ -30,6 +31,7 @@ * Simple vertex/fragment shader generators. * * @author Brian Paul + Marek Olšák */ @@ -87,6 +89,7 @@ util_make_vertex_passthrough_shader(struct pipe_context *pipe, */ void * util_make_fragment_tex_shader_writemask(struct pipe_context *pipe, + unsigned tex_target, unsigned writemask ) { struct ureg_program *ureg; @@ -116,30 +119,82 @@ util_make_fragment_tex_shader_writemask(struct pipe_context *pipe, ureg_TEX( ureg, ureg_writemask(out, writemask), - TGSI_TEXTURE_2D, tex, sampler ); + tex_target, tex, sampler ); ureg_END( ureg ); return ureg_create_shader_and_destroy( ureg, pipe ); } void * -util_make_fragment_tex_shader(struct pipe_context *pipe ) +util_make_fragment_tex_shader(struct pipe_context *pipe, unsigned tex_target ) { return util_make_fragment_tex_shader_writemask( pipe, + tex_target, TGSI_WRITEMASK_XYZW ); } +/** + * 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) +{ + struct ureg_program *ureg; + struct ureg_src sampler; + struct ureg_src tex; + struct ureg_dst out, depth; + struct ureg_src imm; + ureg = ureg_create( TGSI_PROCESSOR_FRAGMENT ); + if (ureg == NULL) + return NULL; + + sampler = ureg_DECL_sampler( ureg, 0 ); + + tex = ureg_DECL_fs_input( ureg, + TGSI_SEMANTIC_GENERIC, 0, + TGSI_INTERPOLATE_PERSPECTIVE ); + + 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_TEX( ureg, + ureg_writemask(depth, TGSI_WRITEMASK_Z), + tex_target, tex, sampler ); + ureg_END( ureg ); + + return ureg_create_shader_and_destroy( ureg, pipe ); +} /** * Make simple fragment color pass-through shader. */ void * util_make_fragment_passthrough_shader(struct pipe_context *pipe) +{ + return util_make_fragment_clonecolor_shader(pipe, 1); +} + +void * +util_make_fragment_clonecolor_shader(struct pipe_context *pipe, int num_cbufs) { struct ureg_program *ureg; struct ureg_src src; - struct ureg_dst dst; + struct ureg_dst dst[8]; + int i; + + assert(num_cbufs <= 8); ureg = ureg_create( TGSI_PROCESSOR_FRAGMENT ); if (ureg == NULL) @@ -148,12 +203,13 @@ util_make_fragment_passthrough_shader(struct pipe_context *pipe) src = ureg_DECL_fs_input( ureg, TGSI_SEMANTIC_COLOR, 0, TGSI_INTERPOLATE_PERSPECTIVE ); - 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 ); } - - diff --git a/src/gallium/auxiliary/util/u_simple_shaders.h b/src/gallium/auxiliary/util/u_simple_shaders.h index d2e80d6eb4d..6e760942e25 100644 --- a/src/gallium/auxiliary/util/u_simple_shaders.h +++ b/src/gallium/auxiliary/util/u_simple_shaders.h @@ -51,16 +51,25 @@ util_make_vertex_passthrough_shader(struct pipe_context *pipe, extern void * util_make_fragment_tex_shader_writemask(struct pipe_context *pipe, - unsigned writemask ); + unsigned tex_target, + unsigned writemask); extern void * -util_make_fragment_tex_shader(struct pipe_context *pipe); +util_make_fragment_tex_shader(struct pipe_context *pipe, unsigned tex_target); + + +extern void * +util_make_fragment_tex_shader_writedepth(struct pipe_context *pipe, + unsigned tex_target); extern void * util_make_fragment_passthrough_shader(struct pipe_context *pipe); +extern void * +util_make_fragment_clonecolor_shader(struct pipe_context *pipe, int num_cbufs); + #ifdef __cplusplus } #endif -- 2.30.2