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-rw-r--r--src/gallium/state_trackers/vega/shader.c310
1 files changed, 310 insertions, 0 deletions
diff --git a/src/gallium/state_trackers/vega/shader.c b/src/gallium/state_trackers/vega/shader.c
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index 00000000000..d9074a377b3
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+++ b/src/gallium/state_trackers/vega/shader.c
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+/**************************************************************************
+ *
+ * Copyright 2009 VMware, Inc. All Rights Reserved.
+ *
+ * Permission is hereby granted, free of charge, to any person obtaining a
+ * copy of this software and associated documentation files (the
+ * "Software"), to deal in the Software without restriction, including
+ * without limitation the rights to use, copy, modify, merge, publish,
+ * distribute, sub license, and/or sell copies of the Software, and to
+ * permit persons to whom the Software is furnished to do so, subject to
+ * the following conditions:
+ *
+ * The above copyright notice and this permission notice (including the
+ * next paragraph) shall be included in all copies or substantial portions
+ * of the Software.
+ *
+ * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
+ * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
+ * MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT.
+ * IN NO EVENT SHALL VMWARE AND/OR ITS SUPPLIERS BE LIABLE FOR
+ * ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
+ * TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
+ * SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
+ *
+ **************************************************************************/
+
+#include "shader.h"
+
+#include "vg_context.h"
+#include "shaders_cache.h"
+#include "paint.h"
+#include "mask.h"
+#include "image.h"
+
+#include "pipe/p_context.h"
+#include "pipe/p_screen.h"
+#include "pipe/p_state.h"
+#include "pipe/p_inlines.h"
+#include "util/u_memory.h"
+
+#define MAX_CONSTANTS 20
+
+struct shader {
+ struct vg_context *context;
+
+ VGboolean masking;
+ struct vg_paint *paint;
+ struct vg_image *image;
+
+ VGboolean drawing_image;
+ VGImageMode image_mode;
+
+ float constants[MAX_CONSTANTS];
+ struct pipe_constant_buffer cbuf;
+ struct pipe_shader_state fs_state;
+ void *fs;
+};
+
+struct shader * shader_create(struct vg_context *ctx)
+{
+ struct shader *shader = 0;
+
+ shader = CALLOC_STRUCT(shader);
+ shader->context = ctx;
+
+ return shader;
+}
+
+void shader_destroy(struct shader *shader)
+{
+ free(shader);
+}
+
+void shader_set_masking(struct shader *shader, VGboolean set)
+{
+ shader->masking = set;
+}
+
+VGboolean shader_is_masking(struct shader *shader)
+{
+ return shader->masking;
+}
+
+void shader_set_paint(struct shader *shader, struct vg_paint *paint)
+{
+ shader->paint = paint;
+}
+
+struct vg_paint * shader_paint(struct shader *shader)
+{
+ return shader->paint;
+}
+
+
+static void setup_constant_buffer(struct shader *shader)
+{
+ struct vg_context *ctx = shader->context;
+ struct pipe_context *pipe = shader->context->pipe;
+ struct pipe_constant_buffer *cbuf = &shader->cbuf;
+ VGint param_bytes = paint_constant_buffer_size(shader->paint);
+ float temp_buf[MAX_CONSTANTS];
+
+ assert(param_bytes <= sizeof(temp_buf));
+ paint_fill_constant_buffer(shader->paint, temp_buf);
+
+ if (cbuf->buffer == NULL ||
+ memcmp(temp_buf, shader->constants, param_bytes) != 0)
+ {
+ pipe_buffer_reference(&cbuf->buffer, NULL);
+
+ memcpy(shader->constants, temp_buf, param_bytes);
+ cbuf->buffer = pipe_user_buffer_create(pipe->screen,
+ &shader->constants,
+ sizeof(shader->constants));
+ }
+
+ ctx->pipe->set_constant_buffer(ctx->pipe, PIPE_SHADER_FRAGMENT, 0, cbuf);
+}
+
+static VGint blend_bind_samplers(struct vg_context *ctx,
+ struct pipe_sampler_state **samplers,
+ struct pipe_texture **textures)
+{
+ VGBlendMode bmode = ctx->state.vg.blend_mode;
+
+ if (bmode == VG_BLEND_MULTIPLY ||
+ bmode == VG_BLEND_SCREEN ||
+ bmode == VG_BLEND_DARKEN ||
+ bmode == VG_BLEND_LIGHTEN) {
+ struct st_framebuffer *stfb = ctx->draw_buffer;
+
+ vg_prepare_blend_surface(ctx);
+
+ samplers[2] = &ctx->blend_sampler;
+ textures[2] = stfb->blend_texture;
+
+ if (!samplers[0] || !textures[0]) {
+ samplers[1] = samplers[2];
+ textures[1] = textures[2];
+ }
+ if (!samplers[1] || !textures[1]) {
+ samplers[1] = samplers[0];
+ textures[1] = textures[0];
+ }
+
+ return 1;
+ }
+ return 0;
+}
+
+static void setup_samplers(struct shader *shader)
+{
+ struct pipe_sampler_state *samplers[PIPE_MAX_SAMPLERS];
+ struct pipe_texture *textures[PIPE_MAX_SAMPLERS];
+ struct vg_context *ctx = shader->context;
+ /* a little wonky: we use the num as a boolean that just says
+ * whether any sampler/textures have been set. the actual numbering
+ * for samplers is always the same:
+ * 0 - paint sampler/texture for gradient/pattern
+ * 1 - mask sampler/texture
+ * 2 - blend sampler/texture
+ * 3 - image sampler/texture
+ * */
+ VGint num = 0;
+
+ samplers[0] = NULL;
+ samplers[1] = NULL;
+ samplers[2] = NULL;
+ samplers[3] = NULL;
+ textures[0] = NULL;
+ textures[1] = NULL;
+ textures[2] = NULL;
+ textures[3] = NULL;
+
+ num += paint_bind_samplers(shader->paint, samplers, textures);
+ num += mask_bind_samplers(samplers, textures);
+ num += blend_bind_samplers(ctx, samplers, textures);
+ if (shader->drawing_image && shader->image)
+ num += image_bind_samplers(shader->image, samplers, textures);
+
+ if (num) {
+ cso_set_samplers(ctx->cso_context, 4, (const struct pipe_sampler_state **)samplers);
+ cso_set_sampler_textures(ctx->cso_context, 4, textures);
+ }
+}
+
+static INLINE VGboolean is_format_bw(struct shader *shader)
+{
+#if 0
+ struct vg_context *ctx = shader->context;
+ struct st_framebuffer *stfb = ctx->draw_buffer;
+#endif
+
+ if (shader->drawing_image && shader->image) {
+ if (shader->image->format == VG_BW_1)
+ return VG_TRUE;
+ }
+
+ return VG_FALSE;
+}
+
+static void setup_shader_program(struct shader *shader)
+{
+ struct vg_context *ctx = shader->context;
+ VGint shader_id = 0;
+ VGBlendMode blend_mode = ctx->state.vg.blend_mode;
+ VGboolean black_white = is_format_bw(shader);
+
+ /* 1st stage: fill */
+ if (!shader->drawing_image ||
+ (shader->image_mode == VG_DRAW_IMAGE_MULTIPLY || shader->image_mode == VG_DRAW_IMAGE_STENCIL)) {
+ switch(paint_type(shader->paint)) {
+ case VG_PAINT_TYPE_COLOR:
+ shader_id |= VEGA_SOLID_FILL_SHADER;
+ break;
+ case VG_PAINT_TYPE_LINEAR_GRADIENT:
+ shader_id |= VEGA_LINEAR_GRADIENT_SHADER;
+ break;
+ case VG_PAINT_TYPE_RADIAL_GRADIENT:
+ shader_id |= VEGA_RADIAL_GRADIENT_SHADER;
+ break;
+ case VG_PAINT_TYPE_PATTERN:
+ shader_id |= VEGA_PATTERN_SHADER;
+ break;
+
+ default:
+ abort();
+ }
+ }
+
+ /* second stage image */
+ if (shader->drawing_image) {
+ switch(shader->image_mode) {
+ case VG_DRAW_IMAGE_NORMAL:
+ shader_id |= VEGA_IMAGE_NORMAL_SHADER;
+ break;
+ case VG_DRAW_IMAGE_MULTIPLY:
+ shader_id |= VEGA_IMAGE_MULTIPLY_SHADER;
+ break;
+ case VG_DRAW_IMAGE_STENCIL:
+ shader_id |= VEGA_IMAGE_STENCIL_SHADER;
+ break;
+ default:
+ debug_printf("Unknown image mode!");
+ }
+ }
+
+ if (shader->masking)
+ shader_id |= VEGA_MASK_SHADER;
+
+ switch(blend_mode) {
+ case VG_BLEND_MULTIPLY:
+ shader_id |= VEGA_BLEND_MULTIPLY_SHADER;
+ break;
+ case VG_BLEND_SCREEN:
+ shader_id |= VEGA_BLEND_SCREEN_SHADER;
+ break;
+ case VG_BLEND_DARKEN:
+ shader_id |= VEGA_BLEND_DARKEN_SHADER;
+ break;
+ case VG_BLEND_LIGHTEN:
+ shader_id |= VEGA_BLEND_LIGHTEN_SHADER;
+ break;
+ default:
+ /* handled by pipe_blend_state */
+ break;
+ }
+
+ if (black_white)
+ shader_id |= VEGA_BW_SHADER;
+
+ shader->fs = shaders_cache_fill(ctx->sc, shader_id);
+ cso_set_fragment_shader_handle(ctx->cso_context, shader->fs);
+}
+
+
+void shader_bind(struct shader *shader)
+{
+ /* first resolve the real paint type */
+ paint_resolve_type(shader->paint);
+
+ setup_constant_buffer(shader);
+ setup_samplers(shader);
+ setup_shader_program(shader);
+}
+
+void shader_set_image_mode(struct shader *shader, VGImageMode image_mode)
+{
+ shader->image_mode = image_mode;
+}
+
+VGImageMode shader_image_mode(struct shader *shader)
+{
+ return shader->image_mode;
+}
+
+void shader_set_drawing_image(struct shader *shader, VGboolean drawing_image)
+{
+ shader->drawing_image = drawing_image;
+}
+
+VGboolean shader_drawing_image(struct shader *shader)
+{
+ return shader->drawing_image;
+}
+
+void shader_set_image(struct shader *shader, struct vg_image *img)
+{
+ shader->image = img;
+}