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authorKeith Whitwell <[email protected]>2009-11-15 10:26:35 -0800
committerKeith Whitwell <[email protected]>2009-11-15 11:23:29 -0800
commit1454f20a991ddda35f1a2ffda953012078b407ba (patch)
treefa5fa10e2a4b08a146243a3069383c0654fe595a /src
parent9953fe4cb48b02a0d75735b88173f0ed170a77f2 (diff)
mesa/st: emit tgsi vertex shader directly for drawpixels
One of several cases where we build mesa shaders and then translate them to tgsi. Many of those cases it's because we're combining two mesa programs and there are helpers for that, but in this case at least can go straight to tgsi.
Diffstat (limited to 'src')
-rw-r--r--src/mesa/state_tracker/st_cb_drawpixels.c124
1 files changed, 47 insertions, 77 deletions
diff --git a/src/mesa/state_tracker/st_cb_drawpixels.c b/src/mesa/state_tracker/st_cb_drawpixels.c
index 1d33e81c2c9..13e454b7a7b 100644
--- a/src/mesa/state_tracker/st_cb_drawpixels.c
+++ b/src/mesa/state_tracker/st_cb_drawpixels.c
@@ -60,6 +60,7 @@
#include "pipe/p_context.h"
#include "pipe/p_defines.h"
#include "pipe/p_inlines.h"
+#include "tgsi/tgsi_ureg.h"
#include "util/u_tile.h"
#include "util/u_draw_quad.h"
#include "util/u_math.h"
@@ -236,78 +237,41 @@ make_fragment_shader_z(struct st_context *st)
* Create a simple vertex shader that just passes through the
* vertex position and texcoord (and optionally, color).
*/
-static struct st_vertex_program *
-st_make_passthrough_vertex_shader(struct st_context *st, GLboolean passColor)
+static void *
+st_make_passthrough_vertex_shader(struct st_context *st,
+ GLboolean passColor)
{
- GLcontext *ctx = st->ctx;
- struct st_vertex_program *stvp;
- struct gl_program *p;
- GLuint ic = 0;
-
- if (st->drawpix.vert_shaders[passColor])
- return st->drawpix.vert_shaders[passColor];
-
- /*
- * Create shader now
- */
- p = ctx->Driver.NewProgram(ctx, GL_VERTEX_PROGRAM_ARB, 0);
- if (!p)
- return NULL;
-
- if (passColor)
- p->NumInstructions = 4;
- else
- p->NumInstructions = 3;
-
- p->Instructions = _mesa_alloc_instructions(p->NumInstructions);
- if (!p->Instructions) {
- ctx->Driver.DeleteProgram(ctx, p);
- return NULL;
- }
- _mesa_init_instructions(p->Instructions, p->NumInstructions);
- /* MOV result.pos, vertex.pos; */
- p->Instructions[0].Opcode = OPCODE_MOV;
- p->Instructions[0].DstReg.File = PROGRAM_OUTPUT;
- p->Instructions[0].DstReg.Index = VERT_RESULT_HPOS;
- p->Instructions[0].SrcReg[0].File = PROGRAM_INPUT;
- p->Instructions[0].SrcReg[0].Index = VERT_ATTRIB_POS;
- /* MOV result.texcoord0, vertex.texcoord0; */
- p->Instructions[1].Opcode = OPCODE_MOV;
- p->Instructions[1].DstReg.File = PROGRAM_OUTPUT;
- p->Instructions[1].DstReg.Index = VERT_RESULT_TEX0;
- p->Instructions[1].SrcReg[0].File = PROGRAM_INPUT;
- p->Instructions[1].SrcReg[0].Index = VERT_ATTRIB_TEX0;
- ic = 2;
- if (passColor) {
- /* MOV result.color0, vertex.color0; */
- p->Instructions[ic].Opcode = OPCODE_MOV;
- p->Instructions[ic].DstReg.File = PROGRAM_OUTPUT;
- p->Instructions[ic].DstReg.Index = VERT_RESULT_COL0;
- p->Instructions[ic].SrcReg[0].File = PROGRAM_INPUT;
- p->Instructions[ic].SrcReg[0].Index = VERT_ATTRIB_COLOR0;
- ic++;
- }
-
- /* END; */
- p->Instructions[ic].Opcode = OPCODE_END;
- ic++;
-
- assert(ic == p->NumInstructions);
+ if (!st->drawpix.vert_shaders[passColor]) {
+ struct ureg_program *ureg =
+ ureg_create( TGSI_PROCESSOR_VERTEX );
+
+ if (ureg == NULL)
+ return NULL;
+
+ /* MOV result.pos, vertex.pos; */
+ ureg_MOV(ureg,
+ ureg_DECL_output( ureg, TGSI_SEMANTIC_POSITION, 0 ),
+ ureg_DECL_vs_input( ureg, 0 ));
+
+ /* MOV result.texcoord0, vertex.texcoord0; */
+ ureg_MOV(ureg,
+ ureg_DECL_output( ureg, TGSI_SEMANTIC_GENERIC, 0 ),
+ ureg_DECL_vs_input( ureg, 1 ));
+
+ if (passColor) {
+ /* MOV result.color0, vertex.color0; */
+ ureg_MOV(ureg,
+ ureg_DECL_output( ureg, TGSI_SEMANTIC_COLOR, 0 ),
+ ureg_DECL_vs_input( ureg, 2 ));
+ }
- p->InputsRead = VERT_BIT_POS | VERT_BIT_TEX0;
- p->OutputsWritten = ((1 << VERT_RESULT_TEX0) |
- (1 << VERT_RESULT_HPOS));
- if (passColor) {
- p->InputsRead |= VERT_BIT_COLOR0;
- p->OutputsWritten |= (1 << VERT_RESULT_COL0);
+ ureg_END( ureg );
+
+ st->drawpix.vert_shaders[passColor] =
+ ureg_create_shader_and_destroy( ureg, st->pipe );
}
- stvp = (struct st_vertex_program *) p;
- st_translate_vertex_program(st, stvp, NULL, NULL, NULL);
-
- st->drawpix.vert_shaders[passColor] = stvp;
-
- return stvp;
+ return st->drawpix.vert_shaders[passColor];
}
@@ -539,8 +503,8 @@ draw_textured_quad(GLcontext *ctx, GLint x, GLint y, GLfloat z,
GLsizei width, GLsizei height,
GLfloat zoomX, GLfloat zoomY,
struct pipe_texture *pt,
- struct st_vertex_program *stvp,
- struct st_fragment_program *stfp,
+ void *driver_vp,
+ void *driver_fp,
const GLfloat *color,
GLboolean invertTex)
{
@@ -575,10 +539,10 @@ draw_textured_quad(GLcontext *ctx, GLint x, GLint y, GLfloat z,
}
/* fragment shader state: TEX lookup program */
- cso_set_fragment_shader_handle(cso, stfp->driver_shader);
+ cso_set_fragment_shader_handle(cso, driver_fp);
/* vertex shader state: position + texcoord pass-through */
- cso_set_vertex_shader_handle(cso, stvp->driver_shader);
+ cso_set_vertex_shader_handle(cso, driver_vp);
/* texture sampling state: */
@@ -806,7 +770,7 @@ st_DrawPixels(GLcontext *ctx, GLint x, GLint y, GLsizei width, GLsizei height,
const struct gl_pixelstore_attrib *unpack, const GLvoid *pixels)
{
struct st_fragment_program *stfp;
- struct st_vertex_program *stvp;
+ void *driver_vp;
struct st_context *st = st_context(ctx);
struct pipe_surface *ps;
const GLfloat *color;
@@ -826,13 +790,13 @@ st_DrawPixels(GLcontext *ctx, GLint x, GLint y, GLsizei width, GLsizei height,
if (format == GL_DEPTH_COMPONENT) {
ps = st->state.framebuffer.zsbuf;
stfp = make_fragment_shader_z(st);
- stvp = st_make_passthrough_vertex_shader(st, GL_TRUE);
+ driver_vp = st_make_passthrough_vertex_shader(st, GL_TRUE);
color = ctx->Current.RasterColor;
}
else {
ps = st->state.framebuffer.cbufs[0];
stfp = combined_drawpix_fragment_program(ctx);
- stvp = st_make_passthrough_vertex_shader(st, GL_FALSE);
+ driver_vp = st_make_passthrough_vertex_shader(st, GL_FALSE);
color = NULL;
}
@@ -843,7 +807,10 @@ st_DrawPixels(GLcontext *ctx, GLint x, GLint y, GLsizei width, GLsizei height,
if (pt) {
draw_textured_quad(ctx, x, y, ctx->Current.RasterPos[2],
width, height, ctx->Pixel.ZoomX, ctx->Pixel.ZoomY,
- pt, stvp, stfp, color, GL_FALSE);
+ pt,
+ driver_vp,
+ stfp->driver_shader,
+ color, GL_FALSE);
pipe_texture_reference(&pt, NULL);
}
}
@@ -1148,7 +1115,10 @@ st_CopyPixels(GLcontext *ctx, GLint srcx, GLint srcy,
/* draw textured quad */
draw_textured_quad(ctx, dstx, dsty, ctx->Current.RasterPos[2],
width, height, ctx->Pixel.ZoomX, ctx->Pixel.ZoomY,
- pt, stvp, stfp, color, GL_TRUE);
+ pt,
+ stvp->driver_shader,
+ stfp->driver_shader,
+ color, GL_TRUE);
pipe_texture_reference(&pt, NULL);
}