/************************************************************************** * * 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 "renderer.h" #include "pipe/p_context.h" #include "pipe/p_screen.h" #include "pipe/p_state.h" #include "util/u_inlines.h" #include "util/u_memory.h" #include "util/u_math.h" #define MAX_CONSTANTS 28 struct shader { struct vg_context *context; VGboolean color_transform; VGboolean masking; struct vg_paint *paint; struct vg_image *image; struct matrix modelview; struct matrix paint_matrix; VGboolean drawing_image; VGImageMode image_mode; float constants[MAX_CONSTANTS]; struct pipe_resource *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_color_transform(struct shader *shader, VGboolean set) { shader->color_transform = set; } 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 VGint setup_constant_buffer(struct shader *shader) { const struct vg_state *state = &shader->context->state.vg; VGint param_bytes = paint_constant_buffer_size(shader->paint); VGint i; param_bytes += sizeof(VGfloat) * 8; assert(param_bytes <= sizeof(shader->constants)); if (state->color_transform) { for (i = 0; i < 8; i++) { VGfloat val = (i < 4) ? 127.0f : 1.0f; shader->constants[i] = CLAMP(state->color_transform_values[i], -val, val); } } else { memset(shader->constants, 0, sizeof(VGfloat) * 8); } paint_fill_constant_buffer(shader->paint, &shader->paint_matrix, shader->constants + 8); return param_bytes; } static VGint blend_bind_samplers(struct vg_context *ctx, struct pipe_sampler_state **samplers, struct pipe_sampler_view **sampler_views) { VGBlendMode bmode = ctx->state.vg.blend_mode; if (bmode == VG_BLEND_MULTIPLY || bmode == VG_BLEND_SCREEN || bmode == VG_BLEND_DARKEN || bmode == VG_BLEND_LIGHTEN) { samplers[2] = &ctx->blend_sampler; sampler_views[2] = vg_prepare_blend_surface(ctx); if (!samplers[0] || !sampler_views[0]) { samplers[0] = samplers[2]; sampler_views[0] = sampler_views[2]; } if (!samplers[1] || !sampler_views[1]) { samplers[1] = samplers[0]; sampler_views[1] = sampler_views[0]; } return 1; } return 0; } static VGint setup_samplers(struct shader *shader, struct pipe_sampler_state **samplers, struct pipe_sampler_view **sampler_views) { 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; sampler_views[0] = NULL; sampler_views[1] = NULL; sampler_views[2] = NULL; sampler_views[3] = NULL; num += paint_bind_samplers(shader->paint, samplers, sampler_views); num += mask_bind_samplers(samplers, sampler_views); num += blend_bind_samplers(ctx, samplers, sampler_views); if (shader->drawing_image && shader->image) num += image_bind_samplers(shader->image, samplers, sampler_views); return (num) ? 4 : 0; } 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); VGboolean advanced_blend; /* 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(); } if (paint_is_degenerate(shader->paint)) shader_id = VEGA_PAINT_DEGENERATE_SHADER; } /* 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->color_transform) shader_id |= VEGA_COLOR_TRANSFORM_SHADER; switch(blend_mode) { case VG_BLEND_MULTIPLY: case VG_BLEND_SCREEN: case VG_BLEND_DARKEN: case VG_BLEND_LIGHTEN: advanced_blend = VG_TRUE; break; default: /* handled by pipe_blend_state */ advanced_blend = VG_FALSE; break; } if (advanced_blend) { if (shader->drawing_image && shader->image_mode == VG_DRAW_IMAGE_STENCIL) shader_id |= VEGA_ALPHA_PER_CHANNEL_SHADER; else shader_id |= VEGA_ALPHA_NORMAL_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: assert(0); break; } } else { /* update alpha of the source */ if (shader->drawing_image && shader->image_mode == VG_DRAW_IMAGE_STENCIL) shader_id |= VEGA_ALPHA_PER_CHANNEL_SHADER; } if (shader->masking) shader_id |= VEGA_MASK_SHADER; if (black_white) shader_id |= VEGA_BW_SHADER; shader->fs = shaders_cache_fill(ctx->sc, shader_id); } void shader_bind(struct shader *shader) { struct vg_context *ctx = shader->context; struct pipe_sampler_state *samplers[PIPE_MAX_SAMPLERS]; struct pipe_sampler_view *sampler_views[PIPE_MAX_SAMPLERS]; VGint num_samplers, param_bytes; /* first resolve the real paint type */ paint_resolve_type(shader->paint); num_samplers = setup_samplers(shader, samplers, sampler_views); param_bytes = setup_constant_buffer(shader); setup_shader_program(shader); renderer_validate_for_shader(ctx->renderer, (const struct pipe_sampler_state **) samplers, sampler_views, num_samplers, &shader->modelview, shader->fs, (const void *) shader->constants, param_bytes); } 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; } /** * Set the transformation to map a vertex to the surface coordinates. */ void shader_set_surface_matrix(struct shader *shader, const struct matrix *mat) { shader->modelview = *mat; } /** * Set the transformation to map a pixel to the paint coordinates. */ void shader_set_paint_matrix(struct shader *shader, const struct matrix *mat) { const struct st_framebuffer *stfb = shader->context->draw_buffer; const VGfloat px_center_offset = 0.5f; memcpy(&shader->paint_matrix, mat, sizeof(*mat)); /* make it window-to-paint for the shaders */ matrix_translate(&shader->paint_matrix, px_center_offset, stfb->height - 1.0f + px_center_offset); matrix_scale(&shader->paint_matrix, 1.0f, -1.0f); }