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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 "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);
/* 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;
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);
}
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);
}
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