gallium/u_blitter: implement copying from ZS to color and vice versa
[mesa.git] / src / gallium / auxiliary / util / u_simple_shaders.c
1 /**************************************************************************
2 *
3 * Copyright 2008 VMware, Inc.
4 * All Rights Reserved.
5 * Copyright 2009 Marek Olšák <maraeo@gmail.com>
6 *
7 * Permission is hereby granted, free of charge, to any person obtaining a
8 * copy of this software and associated documentation files (the
9 * "Software"), to deal in the Software without restriction, including
10 * without limitation the rights to use, copy, modify, merge, publish,
11 * distribute, sub license, and/or sell copies of the Software, and to
12 * permit persons to whom the Software is furnished to do so, subject to
13 * the following conditions:
14 *
15 * The above copyright notice and this permission notice (including the
16 * next paragraph) shall be included in all copies or substantial portions
17 * of the Software.
18 *
19 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
20 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
21 * MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT.
22 * IN NO EVENT SHALL VMWARE AND/OR ITS SUPPLIERS BE LIABLE FOR
23 * ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
24 * TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
25 * SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
26 *
27 **************************************************************************/
28
29 /**
30 * @file
31 * Simple vertex/fragment shader generators.
32 *
33 * @author Brian Paul
34 Marek Olšák
35 */
36
37
38 #include "pipe/p_context.h"
39 #include "pipe/p_shader_tokens.h"
40 #include "pipe/p_state.h"
41 #include "util/u_simple_shaders.h"
42 #include "util/u_debug.h"
43 #include "util/u_memory.h"
44 #include "util/u_string.h"
45 #include "tgsi/tgsi_dump.h"
46 #include "tgsi/tgsi_strings.h"
47 #include "tgsi/tgsi_ureg.h"
48 #include "tgsi/tgsi_text.h"
49 #include <stdio.h> /* include last */
50
51
52
53 /**
54 * Make simple vertex pass-through shader.
55 * \param num_attribs number of attributes to pass through
56 * \param semantic_names array of semantic names for each attribute
57 * \param semantic_indexes array of semantic indexes for each attribute
58 */
59 void *
60 util_make_vertex_passthrough_shader(struct pipe_context *pipe,
61 uint num_attribs,
62 const enum tgsi_semantic *semantic_names,
63 const uint *semantic_indexes,
64 bool window_space)
65 {
66 return util_make_vertex_passthrough_shader_with_so(pipe, num_attribs,
67 semantic_names,
68 semantic_indexes,
69 window_space, false, NULL);
70 }
71
72 void *
73 util_make_vertex_passthrough_shader_with_so(struct pipe_context *pipe,
74 uint num_attribs,
75 const enum tgsi_semantic *semantic_names,
76 const uint *semantic_indexes,
77 bool window_space, bool layered,
78 const struct pipe_stream_output_info *so)
79 {
80 struct ureg_program *ureg;
81 uint i;
82
83 ureg = ureg_create( PIPE_SHADER_VERTEX );
84 if (!ureg)
85 return NULL;
86
87 if (window_space)
88 ureg_property(ureg, TGSI_PROPERTY_VS_WINDOW_SPACE_POSITION, TRUE);
89
90 for (i = 0; i < num_attribs; i++) {
91 struct ureg_src src;
92 struct ureg_dst dst;
93
94 src = ureg_DECL_vs_input( ureg, i );
95
96 dst = ureg_DECL_output( ureg,
97 semantic_names[i],
98 semantic_indexes[i]);
99
100 ureg_MOV( ureg, dst, src );
101 }
102
103 if (layered) {
104 struct ureg_src instance_id =
105 ureg_DECL_system_value(ureg, TGSI_SEMANTIC_INSTANCEID, 0);
106 struct ureg_dst layer = ureg_DECL_output(ureg, TGSI_SEMANTIC_LAYER, 0);
107
108 ureg_MOV(ureg, ureg_writemask(layer, TGSI_WRITEMASK_X),
109 ureg_scalar(instance_id, TGSI_SWIZZLE_X));
110 }
111
112 ureg_END( ureg );
113
114 return ureg_create_shader_with_so_and_destroy( ureg, pipe, so );
115 }
116
117
118 void *util_make_layered_clear_vertex_shader(struct pipe_context *pipe)
119 {
120 const enum tgsi_semantic semantic_names[] = {TGSI_SEMANTIC_POSITION,
121 TGSI_SEMANTIC_GENERIC};
122 const unsigned semantic_indices[] = {0, 0};
123
124 return util_make_vertex_passthrough_shader_with_so(pipe, 2, semantic_names,
125 semantic_indices, false,
126 true, NULL);
127 }
128
129 /**
130 * Takes position and color, and outputs position, color, and instance id.
131 */
132 void *util_make_layered_clear_helper_vertex_shader(struct pipe_context *pipe)
133 {
134 static const char text[] =
135 "VERT\n"
136 "DCL IN[0]\n"
137 "DCL IN[1]\n"
138 "DCL SV[0], INSTANCEID\n"
139 "DCL OUT[0], POSITION\n"
140 "DCL OUT[1], GENERIC[0]\n"
141 "DCL OUT[2], GENERIC[1]\n"
142
143 "MOV OUT[0], IN[0]\n"
144 "MOV OUT[1], IN[1]\n"
145 "MOV OUT[2].x, SV[0].xxxx\n"
146 "END\n";
147 struct tgsi_token tokens[1000];
148 struct pipe_shader_state state;
149
150 if (!tgsi_text_translate(text, tokens, ARRAY_SIZE(tokens))) {
151 assert(0);
152 return NULL;
153 }
154 pipe_shader_state_from_tgsi(&state, tokens);
155 return pipe->create_vs_state(pipe, &state);
156 }
157
158 /**
159 * Takes position, color, and target layer, and emits vertices on that target
160 * layer, with the specified color.
161 */
162 void *util_make_layered_clear_geometry_shader(struct pipe_context *pipe)
163 {
164 static const char text[] =
165 "GEOM\n"
166 "PROPERTY GS_INPUT_PRIMITIVE TRIANGLES\n"
167 "PROPERTY GS_OUTPUT_PRIMITIVE TRIANGLE_STRIP\n"
168 "PROPERTY GS_MAX_OUTPUT_VERTICES 3\n"
169 "PROPERTY GS_INVOCATIONS 1\n"
170 "DCL IN[][0], POSITION\n" /* position */
171 "DCL IN[][1], GENERIC[0]\n" /* color */
172 "DCL IN[][2], GENERIC[1]\n" /* vs invocation */
173 "DCL OUT[0], POSITION\n"
174 "DCL OUT[1], GENERIC[0]\n"
175 "DCL OUT[2], LAYER\n"
176 "IMM[0] INT32 {0, 0, 0, 0}\n"
177
178 "MOV OUT[0], IN[0][0]\n"
179 "MOV OUT[1], IN[0][1]\n"
180 "MOV OUT[2].x, IN[0][2].xxxx\n"
181 "EMIT IMM[0].xxxx\n"
182 "MOV OUT[0], IN[1][0]\n"
183 "MOV OUT[1], IN[1][1]\n"
184 "MOV OUT[2].x, IN[1][2].xxxx\n"
185 "EMIT IMM[0].xxxx\n"
186 "MOV OUT[0], IN[2][0]\n"
187 "MOV OUT[1], IN[2][1]\n"
188 "MOV OUT[2].x, IN[2][2].xxxx\n"
189 "EMIT IMM[0].xxxx\n"
190 "END\n";
191 struct tgsi_token tokens[1000];
192 struct pipe_shader_state state;
193
194 if (!tgsi_text_translate(text, tokens, ARRAY_SIZE(tokens))) {
195 assert(0);
196 return NULL;
197 }
198 pipe_shader_state_from_tgsi(&state, tokens);
199 return pipe->create_gs_state(pipe, &state);
200 }
201
202 static void
203 ureg_load_tex(struct ureg_program *ureg, struct ureg_dst out,
204 struct ureg_src coord, struct ureg_src sampler,
205 enum tgsi_texture_type tex_target,
206 bool load_level_zero, bool use_txf)
207 {
208 if (use_txf) {
209 struct ureg_dst temp = ureg_DECL_temporary(ureg);
210
211 ureg_F2I(ureg, temp, coord);
212
213 if (load_level_zero)
214 ureg_TXF_LZ(ureg, out, tex_target, ureg_src(temp), sampler);
215 else
216 ureg_TXF(ureg, out, tex_target, ureg_src(temp), sampler);
217 } else {
218 if (load_level_zero)
219 ureg_TEX_LZ(ureg, out, tex_target, coord, sampler);
220 else
221 ureg_TEX(ureg, out, tex_target, coord, sampler);
222 }
223 }
224
225 /**
226 * Make simple fragment texture shader, with xrbias->float conversion:
227 * IMM {1023/510, -384/510, 0, 1}
228 * TEX TEMP[0], IN[0], SAMP[0], 2D;
229 * MAD TEMP[0].xyz TEMP[0], IMM[0].xxxx, IMM[0].yyyy
230 * MOV OUT[0], TEMP[0]
231 * END;
232 *
233 * \param tex_target one of PIPE_TEXTURE_x
234 */
235 void *
236 util_make_fragment_tex_shader_xrbias(struct pipe_context *pipe,
237 enum tgsi_texture_type tex_target)
238 {
239 struct ureg_program *ureg;
240 struct ureg_src sampler;
241 struct ureg_src coord;
242 struct ureg_dst temp;
243 struct ureg_dst out;
244 struct ureg_src imm;
245 enum tgsi_return_type stype = TGSI_RETURN_TYPE_FLOAT;
246
247 ureg = ureg_create(PIPE_SHADER_FRAGMENT);
248 if (!ureg)
249 return NULL;
250
251 imm = ureg_imm4f(ureg, 1023.0f/510.0f, -384.0f/510.0f, 0.0f, 1.0f);
252 sampler = ureg_DECL_sampler(ureg, 0);
253 ureg_DECL_sampler_view(ureg, 0, tex_target, stype, stype, stype, stype);
254 coord = ureg_DECL_fs_input(ureg,
255 TGSI_SEMANTIC_GENERIC, 0,
256 TGSI_INTERPOLATE_LINEAR);
257 out = ureg_DECL_output(ureg, TGSI_SEMANTIC_COLOR, 0);
258 temp = ureg_DECL_temporary(ureg);
259
260 ureg_TEX(ureg, temp, tex_target, coord, sampler);
261 ureg_MAD(ureg, ureg_writemask(temp, TGSI_WRITEMASK_XYZ),
262 ureg_src(temp),
263 ureg_scalar(imm, TGSI_SWIZZLE_X),
264 ureg_scalar(imm, TGSI_SWIZZLE_Y));
265 ureg_MOV(ureg, out, ureg_src(temp));
266 ureg_END(ureg);
267
268 return ureg_create_shader_and_destroy(ureg, pipe);
269 }
270
271
272 /**
273 * Make simple fragment texture shader:
274 * IMM {0,0,0,1} // (if writemask != 0xf)
275 * MOV TEMP[0], IMM[0] // (if writemask != 0xf)
276 * TEX TEMP[0].writemask, IN[0], SAMP[0], 2D;
277 * .. optional SINT <-> UINT clamping ..
278 * MOV OUT[0], TEMP[0]
279 * END;
280 *
281 * \param tex_target one of TGSI_TEXTURE_x
282 * \parma interp_mode either TGSI_INTERPOLATE_LINEAR or PERSPECTIVE
283 * \param writemask mask of TGSI_WRITEMASK_x
284 */
285 void *
286 util_make_fragment_tex_shader_writemask(struct pipe_context *pipe,
287 enum tgsi_texture_type tex_target,
288 enum tgsi_interpolate_mode interp_mode,
289 unsigned writemask,
290 enum tgsi_return_type stype,
291 enum tgsi_return_type dtype,
292 bool load_level_zero,
293 bool use_txf)
294 {
295 struct ureg_program *ureg;
296 struct ureg_src sampler;
297 struct ureg_src tex;
298 struct ureg_dst temp;
299 struct ureg_dst out;
300
301 assert((stype == TGSI_RETURN_TYPE_FLOAT) == (dtype == TGSI_RETURN_TYPE_FLOAT));
302 assert(interp_mode == TGSI_INTERPOLATE_LINEAR ||
303 interp_mode == TGSI_INTERPOLATE_PERSPECTIVE);
304
305 ureg = ureg_create( PIPE_SHADER_FRAGMENT );
306 if (!ureg)
307 return NULL;
308
309 sampler = ureg_DECL_sampler( ureg, 0 );
310
311 ureg_DECL_sampler_view(ureg, 0, tex_target, stype, stype, stype, stype);
312
313 tex = ureg_DECL_fs_input( ureg,
314 TGSI_SEMANTIC_GENERIC, 0,
315 interp_mode );
316
317 out = ureg_DECL_output( ureg,
318 TGSI_SEMANTIC_COLOR,
319 0 );
320
321 temp = ureg_DECL_temporary(ureg);
322
323 if (writemask != TGSI_WRITEMASK_XYZW) {
324 struct ureg_src imm = ureg_imm4f( ureg, 0, 0, 0, 1 );
325
326 ureg_MOV(ureg, temp, imm);
327 }
328
329 if (tex_target == TGSI_TEXTURE_BUFFER)
330 ureg_TXF(ureg,
331 ureg_writemask(temp, writemask),
332 tex_target, tex, sampler);
333 else
334 ureg_load_tex(ureg, ureg_writemask(temp, writemask), tex, sampler,
335 tex_target, load_level_zero, use_txf);
336
337 if (stype != dtype) {
338 if (stype == TGSI_RETURN_TYPE_SINT) {
339 assert(dtype == TGSI_RETURN_TYPE_UINT);
340
341 ureg_IMAX(ureg, temp, ureg_src(temp), ureg_imm1i(ureg, 0));
342 } else {
343 assert(stype == TGSI_RETURN_TYPE_UINT);
344 assert(dtype == TGSI_RETURN_TYPE_SINT);
345
346 ureg_UMIN(ureg, temp, ureg_src(temp), ureg_imm1u(ureg, (1u << 31) - 1));
347 }
348 }
349
350 ureg_MOV(ureg, out, ureg_src(temp));
351
352 ureg_END( ureg );
353
354 return ureg_create_shader_and_destroy( ureg, pipe );
355 }
356
357
358 /**
359 * Make a simple fragment shader that sets the output color to a color
360 * taken from a texture.
361 * \param tex_target one of TGSI_TEXTURE_x
362 */
363 void *
364 util_make_fragment_tex_shader(struct pipe_context *pipe,
365 enum tgsi_texture_type tex_target,
366 enum tgsi_interpolate_mode interp_mode,
367 enum tgsi_return_type stype,
368 enum tgsi_return_type dtype,
369 bool load_level_zero,
370 bool use_txf)
371 {
372 return util_make_fragment_tex_shader_writemask( pipe,
373 tex_target,
374 interp_mode,
375 TGSI_WRITEMASK_XYZW,
376 stype, dtype, load_level_zero,
377 use_txf);
378 }
379
380
381 /**
382 * Make a simple fragment texture shader which reads the texture unit 0 and 1
383 * and writes it as depth and stencil, respectively.
384 */
385 void *
386 util_make_fs_blit_zs(struct pipe_context *pipe, unsigned zs_mask,
387 enum tgsi_texture_type tex_target,
388 bool load_level_zero, bool use_txf)
389 {
390 struct ureg_program *ureg;
391 struct ureg_src depth_sampler, stencil_sampler, coord;
392 struct ureg_dst depth, stencil, tmp;
393
394 ureg = ureg_create(PIPE_SHADER_FRAGMENT);
395 if (!ureg)
396 return NULL;
397
398 coord = ureg_DECL_fs_input(ureg, TGSI_SEMANTIC_GENERIC, 0,
399 TGSI_INTERPOLATE_LINEAR);
400 tmp = ureg_DECL_temporary(ureg);
401
402 if (zs_mask & PIPE_MASK_Z) {
403 depth_sampler = ureg_DECL_sampler(ureg, 0);
404 ureg_DECL_sampler_view(ureg, 0, tex_target,
405 TGSI_RETURN_TYPE_FLOAT,
406 TGSI_RETURN_TYPE_FLOAT,
407 TGSI_RETURN_TYPE_FLOAT,
408 TGSI_RETURN_TYPE_FLOAT);
409
410 ureg_load_tex(ureg, ureg_writemask(tmp, TGSI_WRITEMASK_X), coord,
411 depth_sampler, tex_target, load_level_zero, use_txf);
412
413 depth = ureg_DECL_output(ureg, TGSI_SEMANTIC_POSITION, 0);
414 ureg_MOV(ureg, ureg_writemask(depth, TGSI_WRITEMASK_Z),
415 ureg_scalar(ureg_src(tmp), TGSI_SWIZZLE_X));
416 }
417
418 if (zs_mask & PIPE_MASK_S) {
419 stencil_sampler = ureg_DECL_sampler(ureg, zs_mask & PIPE_MASK_Z ? 1 : 0);
420 ureg_DECL_sampler_view(ureg, 0, tex_target,
421 TGSI_RETURN_TYPE_UINT,
422 TGSI_RETURN_TYPE_UINT,
423 TGSI_RETURN_TYPE_UINT,
424 TGSI_RETURN_TYPE_UINT);
425
426 ureg_load_tex(ureg, ureg_writemask(tmp, TGSI_WRITEMASK_X), coord,
427 stencil_sampler, tex_target, load_level_zero, use_txf);
428
429 stencil = ureg_DECL_output(ureg, TGSI_SEMANTIC_STENCIL, 0);
430 ureg_MOV(ureg, ureg_writemask(stencil, TGSI_WRITEMASK_Y),
431 ureg_scalar(ureg_src(tmp), TGSI_SWIZZLE_X));
432 }
433
434 ureg_END(ureg);
435
436 return ureg_create_shader_and_destroy(ureg, pipe);
437 }
438
439
440 /**
441 * Make simple fragment color pass-through shader that replicates OUT[0]
442 * to all bound colorbuffers.
443 */
444 void *
445 util_make_fragment_passthrough_shader(struct pipe_context *pipe,
446 int input_semantic,
447 int input_interpolate,
448 boolean write_all_cbufs)
449 {
450 static const char shader_templ[] =
451 "FRAG\n"
452 "%s"
453 "DCL IN[0], %s[0], %s\n"
454 "DCL OUT[0], COLOR[0]\n"
455
456 "MOV OUT[0], IN[0]\n"
457 "END\n";
458
459 char text[sizeof(shader_templ)+100];
460 struct tgsi_token tokens[1000];
461 struct pipe_shader_state state;
462
463 sprintf(text, shader_templ,
464 write_all_cbufs ? "PROPERTY FS_COLOR0_WRITES_ALL_CBUFS 1\n" : "",
465 tgsi_semantic_names[input_semantic],
466 tgsi_interpolate_names[input_interpolate]);
467
468 if (!tgsi_text_translate(text, tokens, ARRAY_SIZE(tokens))) {
469 assert(0);
470 return NULL;
471 }
472 pipe_shader_state_from_tgsi(&state, tokens);
473 #if 0
474 tgsi_dump(state.tokens, 0);
475 #endif
476
477 return pipe->create_fs_state(pipe, &state);
478 }
479
480
481 void *
482 util_make_empty_fragment_shader(struct pipe_context *pipe)
483 {
484 struct ureg_program *ureg = ureg_create(PIPE_SHADER_FRAGMENT);
485 if (!ureg)
486 return NULL;
487
488 ureg_END(ureg);
489 return ureg_create_shader_and_destroy(ureg, pipe);
490 }
491
492
493 /**
494 * Make a fragment shader that copies the input color to N output colors.
495 */
496 void *
497 util_make_fragment_cloneinput_shader(struct pipe_context *pipe, int num_cbufs,
498 int input_semantic,
499 int input_interpolate)
500 {
501 struct ureg_program *ureg;
502 struct ureg_src src;
503 struct ureg_dst dst[PIPE_MAX_COLOR_BUFS];
504 int i;
505
506 assert(num_cbufs <= PIPE_MAX_COLOR_BUFS);
507
508 ureg = ureg_create( PIPE_SHADER_FRAGMENT );
509 if (!ureg)
510 return NULL;
511
512 src = ureg_DECL_fs_input( ureg, input_semantic, 0,
513 input_interpolate );
514
515 for (i = 0; i < num_cbufs; i++)
516 dst[i] = ureg_DECL_output( ureg, TGSI_SEMANTIC_COLOR, i );
517
518 for (i = 0; i < num_cbufs; i++)
519 ureg_MOV( ureg, dst[i], src );
520
521 ureg_END( ureg );
522
523 return ureg_create_shader_and_destroy( ureg, pipe );
524 }
525
526
527 static void *
528 util_make_fs_blit_msaa_gen(struct pipe_context *pipe,
529 enum tgsi_texture_type tgsi_tex,
530 const char *samp_type,
531 const char *output_semantic,
532 const char *output_mask,
533 const char *conversion_decl,
534 const char *conversion)
535 {
536 static const char shader_templ[] =
537 "FRAG\n"
538 "DCL IN[0], GENERIC[0], LINEAR\n"
539 "DCL SAMP[0]\n"
540 "DCL SVIEW[0], %s, %s\n"
541 "DCL OUT[0], %s\n"
542 "DCL TEMP[0]\n"
543 "%s"
544
545 "F2U TEMP[0], IN[0]\n"
546 "TXF TEMP[0], TEMP[0], SAMP[0], %s\n"
547 "%s"
548 "MOV OUT[0]%s, TEMP[0]\n"
549 "END\n";
550
551 const char *type = tgsi_texture_names[tgsi_tex];
552 char text[sizeof(shader_templ)+100];
553 struct tgsi_token tokens[1000];
554 struct pipe_shader_state state;
555
556 assert(tgsi_tex == TGSI_TEXTURE_2D_MSAA ||
557 tgsi_tex == TGSI_TEXTURE_2D_ARRAY_MSAA);
558
559 util_snprintf(text, sizeof(text), shader_templ, type, samp_type,
560 output_semantic, conversion_decl, type, conversion, output_mask);
561
562 if (!tgsi_text_translate(text, tokens, ARRAY_SIZE(tokens))) {
563 puts(text);
564 assert(0);
565 return NULL;
566 }
567 pipe_shader_state_from_tgsi(&state, tokens);
568 #if 0
569 tgsi_dump(state.tokens, 0);
570 #endif
571
572 return pipe->create_fs_state(pipe, &state);
573 }
574
575
576 /**
577 * Make a fragment shader that sets the output color to a color
578 * fetched from a multisample texture.
579 * \param tex_target one of PIPE_TEXTURE_x
580 */
581 void *
582 util_make_fs_blit_msaa_color(struct pipe_context *pipe,
583 enum tgsi_texture_type tgsi_tex,
584 enum tgsi_return_type stype,
585 enum tgsi_return_type dtype)
586 {
587 const char *samp_type;
588 const char *conversion_decl = "";
589 const char *conversion = "";
590
591 if (stype == TGSI_RETURN_TYPE_UINT) {
592 samp_type = "UINT";
593
594 if (dtype == TGSI_RETURN_TYPE_SINT) {
595 conversion_decl = "IMM[0] UINT32 {2147483647, 0, 0, 0}\n";
596 conversion = "UMIN TEMP[0], TEMP[0], IMM[0].xxxx\n";
597 }
598 } else if (stype == TGSI_RETURN_TYPE_SINT) {
599 samp_type = "SINT";
600
601 if (dtype == TGSI_RETURN_TYPE_UINT) {
602 conversion_decl = "IMM[0] INT32 {0, 0, 0, 0}\n";
603 conversion = "IMAX TEMP[0], TEMP[0], IMM[0].xxxx\n";
604 }
605 } else {
606 assert(dtype == TGSI_RETURN_TYPE_FLOAT);
607 samp_type = "FLOAT";
608 }
609
610 return util_make_fs_blit_msaa_gen(pipe, tgsi_tex, samp_type,
611 "COLOR[0]", "", conversion_decl,
612 conversion);
613 }
614
615
616 /**
617 * Make a fragment shader that sets the output depth to a depth value
618 * fetched from a multisample texture.
619 * \param tex_target one of PIPE_TEXTURE_x
620 */
621 void *
622 util_make_fs_blit_msaa_depth(struct pipe_context *pipe,
623 enum tgsi_texture_type tgsi_tex)
624 {
625 return util_make_fs_blit_msaa_gen(pipe, tgsi_tex, "FLOAT",
626 "POSITION", ".z", "", "");
627 }
628
629
630 /**
631 * Make a fragment shader that sets the output stencil to a stencil value
632 * fetched from a multisample texture.
633 * \param tex_target one of PIPE_TEXTURE_x
634 */
635 void *
636 util_make_fs_blit_msaa_stencil(struct pipe_context *pipe,
637 enum tgsi_texture_type tgsi_tex)
638 {
639 return util_make_fs_blit_msaa_gen(pipe, tgsi_tex, "UINT",
640 "STENCIL", ".y", "", "");
641 }
642
643
644 /**
645 * Make a fragment shader that sets the output depth and stencil to depth
646 * and stencil values fetched from two multisample textures / samplers.
647 * The sizes of both textures should match (it should be one depth-stencil
648 * texture).
649 * \param tex_target one of PIPE_TEXTURE_x
650 */
651 void *
652 util_make_fs_blit_msaa_depthstencil(struct pipe_context *pipe,
653 enum tgsi_texture_type tgsi_tex)
654 {
655 static const char shader_templ[] =
656 "FRAG\n"
657 "DCL IN[0], GENERIC[0], LINEAR\n"
658 "DCL SAMP[0..1]\n"
659 "DCL SVIEW[0..1], %s, FLOAT\n"
660 "DCL OUT[0], POSITION\n"
661 "DCL OUT[1], STENCIL\n"
662 "DCL TEMP[0]\n"
663
664 "F2U TEMP[0], IN[0]\n"
665 "TXF OUT[0].z, TEMP[0], SAMP[0], %s\n"
666 "TXF OUT[1].y, TEMP[0], SAMP[1], %s\n"
667 "END\n";
668
669 const char *type = tgsi_texture_names[tgsi_tex];
670 char text[sizeof(shader_templ)+100];
671 struct tgsi_token tokens[1000];
672 struct pipe_shader_state state;
673
674 assert(tgsi_tex == TGSI_TEXTURE_2D_MSAA ||
675 tgsi_tex == TGSI_TEXTURE_2D_ARRAY_MSAA);
676
677 sprintf(text, shader_templ, type, type, type);
678
679 if (!tgsi_text_translate(text, tokens, ARRAY_SIZE(tokens))) {
680 assert(0);
681 return NULL;
682 }
683 pipe_shader_state_from_tgsi(&state, tokens);
684 #if 0
685 tgsi_dump(state.tokens, 0);
686 #endif
687
688 return pipe->create_fs_state(pipe, &state);
689 }
690
691
692 void *
693 util_make_fs_msaa_resolve(struct pipe_context *pipe,
694 enum tgsi_texture_type tgsi_tex, unsigned nr_samples,
695 enum tgsi_return_type stype)
696 {
697 struct ureg_program *ureg;
698 struct ureg_src sampler, coord;
699 struct ureg_dst out, tmp_sum, tmp_coord, tmp;
700 unsigned i;
701
702 ureg = ureg_create(PIPE_SHADER_FRAGMENT);
703 if (!ureg)
704 return NULL;
705
706 /* Declarations. */
707 sampler = ureg_DECL_sampler(ureg, 0);
708 ureg_DECL_sampler_view(ureg, 0, tgsi_tex, stype, stype, stype, stype);
709 coord = ureg_DECL_fs_input(ureg, TGSI_SEMANTIC_GENERIC, 0,
710 TGSI_INTERPOLATE_LINEAR);
711 out = ureg_DECL_output(ureg, TGSI_SEMANTIC_COLOR, 0);
712 tmp_sum = ureg_DECL_temporary(ureg);
713 tmp_coord = ureg_DECL_temporary(ureg);
714 tmp = ureg_DECL_temporary(ureg);
715
716 /* Instructions. */
717 ureg_MOV(ureg, tmp_sum, ureg_imm1f(ureg, 0));
718 ureg_F2U(ureg, tmp_coord, coord);
719
720 for (i = 0; i < nr_samples; i++) {
721 /* Read one sample. */
722 ureg_MOV(ureg, ureg_writemask(tmp_coord, TGSI_WRITEMASK_W),
723 ureg_imm1u(ureg, i));
724 ureg_TXF(ureg, tmp, tgsi_tex, ureg_src(tmp_coord), sampler);
725
726 if (stype == TGSI_RETURN_TYPE_UINT)
727 ureg_U2F(ureg, tmp, ureg_src(tmp));
728 else if (stype == TGSI_RETURN_TYPE_SINT)
729 ureg_I2F(ureg, tmp, ureg_src(tmp));
730
731 /* Add it to the sum.*/
732 ureg_ADD(ureg, tmp_sum, ureg_src(tmp_sum), ureg_src(tmp));
733 }
734
735 /* Calculate the average and return. */
736 ureg_MUL(ureg, tmp_sum, ureg_src(tmp_sum),
737 ureg_imm1f(ureg, 1.0 / nr_samples));
738
739 if (stype == TGSI_RETURN_TYPE_UINT)
740 ureg_F2U(ureg, out, ureg_src(tmp_sum));
741 else if (stype == TGSI_RETURN_TYPE_SINT)
742 ureg_F2I(ureg, out, ureg_src(tmp_sum));
743 else
744 ureg_MOV(ureg, out, ureg_src(tmp_sum));
745
746 ureg_END(ureg);
747
748 return ureg_create_shader_and_destroy(ureg, pipe);
749 }
750
751
752 void *
753 util_make_fs_msaa_resolve_bilinear(struct pipe_context *pipe,
754 enum tgsi_texture_type tgsi_tex,
755 unsigned nr_samples,
756 enum tgsi_return_type stype)
757 {
758 struct ureg_program *ureg;
759 struct ureg_src sampler, coord;
760 struct ureg_dst out, tmp, top, bottom;
761 struct ureg_dst tmp_coord[4], tmp_sum[4];
762 unsigned i, c;
763
764 ureg = ureg_create(PIPE_SHADER_FRAGMENT);
765 if (!ureg)
766 return NULL;
767
768 /* Declarations. */
769 sampler = ureg_DECL_sampler(ureg, 0);
770 ureg_DECL_sampler_view(ureg, 0, tgsi_tex, stype, stype, stype, stype);
771 coord = ureg_DECL_fs_input(ureg, TGSI_SEMANTIC_GENERIC, 0,
772 TGSI_INTERPOLATE_LINEAR);
773 out = ureg_DECL_output(ureg, TGSI_SEMANTIC_COLOR, 0);
774 for (c = 0; c < 4; c++)
775 tmp_sum[c] = ureg_DECL_temporary(ureg);
776 for (c = 0; c < 4; c++)
777 tmp_coord[c] = ureg_DECL_temporary(ureg);
778 tmp = ureg_DECL_temporary(ureg);
779 top = ureg_DECL_temporary(ureg);
780 bottom = ureg_DECL_temporary(ureg);
781
782 /* Instructions. */
783 for (c = 0; c < 4; c++)
784 ureg_MOV(ureg, tmp_sum[c], ureg_imm1f(ureg, 0));
785
786 /* Get 4 texture coordinates for the bilinear filter. */
787 ureg_F2U(ureg, tmp_coord[0], coord); /* top-left */
788 ureg_UADD(ureg, tmp_coord[1], ureg_src(tmp_coord[0]),
789 ureg_imm4u(ureg, 1, 0, 0, 0)); /* top-right */
790 ureg_UADD(ureg, tmp_coord[2], ureg_src(tmp_coord[0]),
791 ureg_imm4u(ureg, 0, 1, 0, 0)); /* bottom-left */
792 ureg_UADD(ureg, tmp_coord[3], ureg_src(tmp_coord[0]),
793 ureg_imm4u(ureg, 1, 1, 0, 0)); /* bottom-right */
794
795 for (i = 0; i < nr_samples; i++) {
796 for (c = 0; c < 4; c++) {
797 /* Read one sample. */
798 ureg_MOV(ureg, ureg_writemask(tmp_coord[c], TGSI_WRITEMASK_W),
799 ureg_imm1u(ureg, i));
800 ureg_TXF(ureg, tmp, tgsi_tex, ureg_src(tmp_coord[c]), sampler);
801
802 if (stype == TGSI_RETURN_TYPE_UINT)
803 ureg_U2F(ureg, tmp, ureg_src(tmp));
804 else if (stype == TGSI_RETURN_TYPE_SINT)
805 ureg_I2F(ureg, tmp, ureg_src(tmp));
806
807 /* Add it to the sum.*/
808 ureg_ADD(ureg, tmp_sum[c], ureg_src(tmp_sum[c]), ureg_src(tmp));
809 }
810 }
811
812 /* Calculate the average. */
813 for (c = 0; c < 4; c++)
814 ureg_MUL(ureg, tmp_sum[c], ureg_src(tmp_sum[c]),
815 ureg_imm1f(ureg, 1.0 / nr_samples));
816
817 /* Take the 4 average values and apply a standard bilinear filter. */
818 ureg_FRC(ureg, tmp, coord);
819
820 ureg_LRP(ureg, top,
821 ureg_scalar(ureg_src(tmp), 0),
822 ureg_src(tmp_sum[1]),
823 ureg_src(tmp_sum[0]));
824
825 ureg_LRP(ureg, bottom,
826 ureg_scalar(ureg_src(tmp), 0),
827 ureg_src(tmp_sum[3]),
828 ureg_src(tmp_sum[2]));
829
830 ureg_LRP(ureg, tmp,
831 ureg_scalar(ureg_src(tmp), 1),
832 ureg_src(bottom),
833 ureg_src(top));
834
835 /* Convert to the texture format and return. */
836 if (stype == TGSI_RETURN_TYPE_UINT)
837 ureg_F2U(ureg, out, ureg_src(tmp));
838 else if (stype == TGSI_RETURN_TYPE_SINT)
839 ureg_F2I(ureg, out, ureg_src(tmp));
840 else
841 ureg_MOV(ureg, out, ureg_src(tmp));
842
843 ureg_END(ureg);
844
845 return ureg_create_shader_and_destroy(ureg, pipe);
846 }
847
848 void *
849 util_make_geometry_passthrough_shader(struct pipe_context *pipe,
850 uint num_attribs,
851 const ubyte *semantic_names,
852 const ubyte *semantic_indexes)
853 {
854 static const unsigned zero[4] = {0, 0, 0, 0};
855
856 struct ureg_program *ureg;
857 struct ureg_dst dst[PIPE_MAX_SHADER_OUTPUTS];
858 struct ureg_src src[PIPE_MAX_SHADER_INPUTS];
859 struct ureg_src imm;
860
861 unsigned i;
862
863 ureg = ureg_create(PIPE_SHADER_GEOMETRY);
864 if (!ureg)
865 return NULL;
866
867 ureg_property(ureg, TGSI_PROPERTY_GS_INPUT_PRIM, PIPE_PRIM_POINTS);
868 ureg_property(ureg, TGSI_PROPERTY_GS_OUTPUT_PRIM, PIPE_PRIM_POINTS);
869 ureg_property(ureg, TGSI_PROPERTY_GS_MAX_OUTPUT_VERTICES, 1);
870 ureg_property(ureg, TGSI_PROPERTY_GS_INVOCATIONS, 1);
871 imm = ureg_DECL_immediate_uint(ureg, zero, 4);
872
873 /**
874 * Loop over all the attribs and declare the corresponding
875 * declarations in the geometry shader
876 */
877 for (i = 0; i < num_attribs; i++) {
878 src[i] = ureg_DECL_input(ureg, semantic_names[i],
879 semantic_indexes[i], 0, 1);
880 src[i] = ureg_src_dimension(src[i], 0);
881 dst[i] = ureg_DECL_output(ureg, semantic_names[i], semantic_indexes[i]);
882 }
883
884 /* MOV dst[i] src[i] */
885 for (i = 0; i < num_attribs; i++) {
886 ureg_MOV(ureg, dst[i], src[i]);
887 }
888
889 /* EMIT IMM[0] */
890 ureg_insn(ureg, TGSI_OPCODE_EMIT, NULL, 0, &imm, 1, 0);
891
892 /* END */
893 ureg_END(ureg);
894
895 return ureg_create_shader_and_destroy(ureg, pipe);
896 }
897
898 /**
899 * Blit from color to ZS or from ZS to color in a manner that is equivalent
900 * to memcpy.
901 *
902 * Color is either R32_UINT (for Z24S8 / S8Z24) or R32G32_UINT (Z32_S8X24).
903 *
904 * Depth and stencil samplers are used to load depth and stencil,
905 * and they are packed and the result is written to a color output.
906 * OR
907 * A color sampler is used to load a color value, which is unpacked and
908 * written to depth and stencil shader outputs.
909 */
910 void *
911 util_make_fs_pack_color_zs(struct pipe_context *pipe,
912 enum tgsi_texture_type tex_target,
913 enum pipe_format zs_format,
914 bool dst_is_color)
915 {
916 struct ureg_program *ureg;
917 struct ureg_src depth_sampler, stencil_sampler, color_sampler, coord;
918 struct ureg_dst out, depth, depth_x, stencil, out_depth, out_stencil, color;
919
920 assert(zs_format == PIPE_FORMAT_Z24_UNORM_S8_UINT || /* color is R32_UINT */
921 zs_format == PIPE_FORMAT_S8_UINT_Z24_UNORM || /* color is R32_UINT */
922 zs_format == PIPE_FORMAT_Z32_FLOAT_S8X24_UINT || /* color is R32G32_UINT */
923 zs_format == PIPE_FORMAT_Z24X8_UNORM || /* color is R32_UINT */
924 zs_format == PIPE_FORMAT_X8Z24_UNORM); /* color is R32_UINT */
925
926 bool has_stencil = zs_format != PIPE_FORMAT_Z24X8_UNORM &&
927 zs_format != PIPE_FORMAT_X8Z24_UNORM;
928 bool is_z24 = zs_format != PIPE_FORMAT_Z32_FLOAT_S8X24_UINT;
929 bool z24_is_high = zs_format == PIPE_FORMAT_S8_UINT_Z24_UNORM ||
930 zs_format == PIPE_FORMAT_X8Z24_UNORM;
931
932 ureg = ureg_create(PIPE_SHADER_FRAGMENT);
933 if (!ureg)
934 return NULL;
935
936 coord = ureg_DECL_fs_input(ureg, TGSI_SEMANTIC_GENERIC, 0,
937 TGSI_INTERPOLATE_LINEAR);
938
939 if (dst_is_color) {
940 /* Load depth. */
941 depth_sampler = ureg_DECL_sampler(ureg, 0);
942 ureg_DECL_sampler_view(ureg, 0, tex_target,
943 TGSI_RETURN_TYPE_FLOAT,
944 TGSI_RETURN_TYPE_FLOAT,
945 TGSI_RETURN_TYPE_FLOAT,
946 TGSI_RETURN_TYPE_FLOAT);
947
948 depth = ureg_DECL_temporary(ureg);
949 depth_x = ureg_writemask(depth, TGSI_WRITEMASK_X);
950 ureg_load_tex(ureg, depth_x, coord, depth_sampler, tex_target, true, true);
951
952 /* Pack to Z24. */
953 if (is_z24) {
954 double imm = 0xffffff;
955 struct ureg_src imm_f64 = ureg_DECL_immediate_f64(ureg, &imm, 2);
956 struct ureg_dst tmp_xy = ureg_writemask(ureg_DECL_temporary(ureg),
957 TGSI_WRITEMASK_XY);
958
959 ureg_F2D(ureg, tmp_xy, ureg_src(depth));
960 ureg_DMUL(ureg, tmp_xy, ureg_src(tmp_xy), imm_f64);
961 ureg_D2U(ureg, depth_x, ureg_src(tmp_xy));
962
963 if (z24_is_high)
964 ureg_SHL(ureg, depth_x, ureg_src(depth), ureg_imm1u(ureg, 8));
965 else
966 ureg_AND(ureg, depth_x, ureg_src(depth), ureg_imm1u(ureg, 0xffffff));
967 }
968
969 if (has_stencil) {
970 /* Load stencil. */
971 stencil_sampler = ureg_DECL_sampler(ureg, 1);
972 ureg_DECL_sampler_view(ureg, 0, tex_target,
973 TGSI_RETURN_TYPE_UINT,
974 TGSI_RETURN_TYPE_UINT,
975 TGSI_RETURN_TYPE_UINT,
976 TGSI_RETURN_TYPE_UINT);
977
978 stencil = ureg_writemask(ureg_DECL_temporary(ureg), TGSI_WRITEMASK_X);
979 ureg_load_tex(ureg, stencil, coord, stencil_sampler, tex_target,
980 true, true);
981
982 /* Pack stencil into depth. */
983 if (is_z24) {
984 if (!z24_is_high)
985 ureg_SHL(ureg, stencil, ureg_src(stencil), ureg_imm1u(ureg, 24));
986
987 ureg_OR(ureg, depth_x, ureg_src(depth), ureg_src(stencil));
988 }
989 }
990
991 out = ureg_DECL_output(ureg, TGSI_SEMANTIC_COLOR, 0);
992
993 if (is_z24) {
994 ureg_MOV(ureg, ureg_writemask(out, TGSI_WRITEMASK_X), ureg_src(depth));
995 } else {
996 /* Z32_S8X24 */
997 ureg_MOV(ureg, ureg_writemask(depth, TGSI_WRITEMASK_Y),
998 ureg_scalar(ureg_src(stencil), TGSI_SWIZZLE_X));
999 ureg_MOV(ureg, ureg_writemask(out, TGSI_WRITEMASK_XY), ureg_src(depth));
1000 }
1001 } else {
1002 color_sampler = ureg_DECL_sampler(ureg, 0);
1003 ureg_DECL_sampler_view(ureg, 0, tex_target,
1004 TGSI_RETURN_TYPE_UINT,
1005 TGSI_RETURN_TYPE_UINT,
1006 TGSI_RETURN_TYPE_UINT,
1007 TGSI_RETURN_TYPE_UINT);
1008
1009 color = ureg_DECL_temporary(ureg);
1010 ureg_load_tex(ureg, color, coord, color_sampler, tex_target, true, true);
1011
1012 depth = ureg_writemask(ureg_DECL_temporary(ureg), TGSI_WRITEMASK_X);
1013 stencil = ureg_writemask(ureg_DECL_temporary(ureg), TGSI_WRITEMASK_X);
1014
1015 if (is_z24) {
1016 double imm = 1.0 / 0xffffff;
1017 struct ureg_src imm_f64 = ureg_DECL_immediate_f64(ureg, &imm, 2);
1018 struct ureg_dst tmp_xy = ureg_writemask(ureg_DECL_temporary(ureg),
1019 TGSI_WRITEMASK_XY);
1020
1021 ureg_UBFE(ureg, depth, ureg_src(color),
1022 ureg_imm1u(ureg, z24_is_high ? 8 : 0),
1023 ureg_imm1u(ureg, 24));
1024 ureg_U2D(ureg, tmp_xy, ureg_src(depth));
1025 ureg_DMUL(ureg, tmp_xy, ureg_src(tmp_xy), imm_f64);
1026 ureg_D2F(ureg, depth, ureg_src(tmp_xy));
1027 } else {
1028 /* depth = color.x; (Z32_S8X24) */
1029 ureg_MOV(ureg, depth, ureg_src(color));
1030 }
1031
1032 out_depth = ureg_DECL_output(ureg, TGSI_SEMANTIC_POSITION, 0);
1033 ureg_MOV(ureg, ureg_writemask(out_depth, TGSI_WRITEMASK_Z),
1034 ureg_scalar(ureg_src(depth), TGSI_SWIZZLE_X));
1035
1036 if (has_stencil) {
1037 if (is_z24) {
1038 ureg_UBFE(ureg, stencil, ureg_src(color),
1039 ureg_imm1u(ureg, z24_is_high ? 0 : 24),
1040 ureg_imm1u(ureg, 8));
1041 } else {
1042 /* stencil = color.y[0:7]; (Z32_S8X24) */
1043 ureg_UBFE(ureg, stencil,
1044 ureg_scalar(ureg_src(color), TGSI_SWIZZLE_Y),
1045 ureg_imm1u(ureg, 0),
1046 ureg_imm1u(ureg, 8));
1047 }
1048
1049 out_stencil = ureg_DECL_output(ureg, TGSI_SEMANTIC_STENCIL, 0);
1050 ureg_MOV(ureg, ureg_writemask(out_stencil, TGSI_WRITEMASK_Y),
1051 ureg_scalar(ureg_src(stencil), TGSI_SWIZZLE_X));
1052 }
1053 }
1054
1055 ureg_END(ureg);
1056
1057 return ureg_create_shader_and_destroy(ureg, pipe);
1058 }