Mesa (master): util: add new fragment shaders to simple_shaders

Keith Whitwell keithw at kemper.freedesktop.org
Tue Dec 15 18:17:38 UTC 2009


Module: Mesa
Branch: master
Commit: dff4c9ed559ae025d1d8fe7b9d1cea5a973c2225
URL:    http://cgit.freedesktop.org/mesa/mesa/commit/?id=dff4c9ed559ae025d1d8fe7b9d1cea5a973c2225

Author: Marek Olšák <maraeo at gmail.com>
Date:   Sat Dec 12 06:34:29 2009 +0100

util: add new fragment shaders to simple_shaders

New shaders:
* Fragment shader which writes depth sampled from a texture
* Fragment shader which copies COLOR[0] to multiple render targets

Additional improvements:
* The fragment 'tex' shaders now take a sampler type (TGSI_TEXTURE_*)
  so that they can sample from any type of texture, not only from a 2D one.

---

 src/gallium/auxiliary/util/u_blit.c           |    7 ++-
 src/gallium/auxiliary/util/u_gen_mipmap.c     |    2 +-
 src/gallium/auxiliary/util/u_simple_shaders.c |   70 ++++++++++++++++++++++---
 src/gallium/auxiliary/util/u_simple_shaders.h |   13 ++++-
 4 files changed, 80 insertions(+), 12 deletions(-)

diff --git a/src/gallium/auxiliary/util/u_blit.c b/src/gallium/auxiliary/util/u_blit.c
index abe1de3..c9050ca 100644
--- a/src/gallium/auxiliary/util/u_blit.c
+++ b/src/gallium/auxiliary/util/u_blit.c
@@ -126,7 +126,8 @@ util_create_blit(struct pipe_context *pipe, struct cso_context *cso)
    }
 
    /* fragment shader */
-   ctx->fs[TGSI_WRITEMASK_XYZW] = util_make_fragment_tex_shader(pipe);
+   ctx->fs[TGSI_WRITEMASK_XYZW] =
+      util_make_fragment_tex_shader(pipe, TGSI_TEXTURE_2D);
    ctx->vbuf = NULL;
 
    /* init vertex data that doesn't change */
@@ -420,7 +421,9 @@ util_blit_pixels_writemask(struct blit_state *ctx,
    cso_set_sampler_textures(ctx->cso, 1, &tex);
 
    if (ctx->fs[writemask] == NULL)
-      ctx->fs[writemask] = util_make_fragment_tex_shader_writemask(pipe, writemask);
+      ctx->fs[writemask] =
+         util_make_fragment_tex_shader_writemask(pipe, TGSI_TEXTURE_2D,
+                                                 writemask);
 
    /* shaders */
    cso_set_fragment_shader_handle(ctx->cso, ctx->fs[writemask]);
diff --git a/src/gallium/auxiliary/util/u_gen_mipmap.c b/src/gallium/auxiliary/util/u_gen_mipmap.c
index 83263d9..1728e66 100644
--- a/src/gallium/auxiliary/util/u_gen_mipmap.c
+++ b/src/gallium/auxiliary/util/u_gen_mipmap.c
@@ -1317,7 +1317,7 @@ util_create_gen_mipmap(struct pipe_context *pipe,
    }
 
    /* fragment shader */
-   ctx->fs = util_make_fragment_tex_shader(pipe);
+   ctx->fs = util_make_fragment_tex_shader(pipe, TGSI_TEXTURE_2D);
 
    /* vertex data that doesn't change */
    for (i = 0; i < 4; i++) {
diff --git a/src/gallium/auxiliary/util/u_simple_shaders.c b/src/gallium/auxiliary/util/u_simple_shaders.c
index 1c8b157..8172ead 100644
--- a/src/gallium/auxiliary/util/u_simple_shaders.c
+++ b/src/gallium/auxiliary/util/u_simple_shaders.c
@@ -2,6 +2,7 @@
  *
  * Copyright 2008 Tungsten Graphics, Inc., Cedar Park, Texas.
  * All Rights Reserved.
+ * Copyright 2009 Marek Olšák <maraeo at gmail.com>
  *
  * Permission is hereby granted, free of charge, to any person obtaining a
  * copy of this software and associated documentation files (the
@@ -30,6 +31,7 @@
  * Simple vertex/fragment shader generators.
  *  
  * @author Brian Paul
+           Marek Olšák
  */
 
 
@@ -87,6 +89,7 @@ util_make_vertex_passthrough_shader(struct pipe_context *pipe,
  */
 void *
 util_make_fragment_tex_shader_writemask(struct pipe_context *pipe,
+                                        unsigned tex_target,
                                         unsigned writemask )
 {
    struct ureg_program *ureg;
@@ -116,20 +119,63 @@ util_make_fragment_tex_shader_writemask(struct pipe_context *pipe,
 
    ureg_TEX( ureg, 
              ureg_writemask(out, writemask),
-             TGSI_TEXTURE_2D, tex, sampler );
+             tex_target, tex, sampler );
    ureg_END( ureg );
 
    return ureg_create_shader_and_destroy( ureg, pipe );
 }
 
 void *
-util_make_fragment_tex_shader(struct pipe_context *pipe )
+util_make_fragment_tex_shader(struct pipe_context *pipe, unsigned tex_target )
 {
    return util_make_fragment_tex_shader_writemask( pipe,
+                                                   tex_target,
                                                    TGSI_WRITEMASK_XYZW );
 }
 
+/**
+ * Make a simple fragment texture shader which reads an X component from
+ * a texture and writes it as depth.
+ */
+void *
+util_make_fragment_tex_shader_writedepth(struct pipe_context *pipe,
+                                         unsigned tex_target)
+{
+   struct ureg_program *ureg;
+   struct ureg_src sampler;
+   struct ureg_src tex;
+   struct ureg_dst out, depth;
+   struct ureg_src imm;
 
+   ureg = ureg_create( TGSI_PROCESSOR_FRAGMENT );
+   if (ureg == NULL)
+      return NULL;
+
+   sampler = ureg_DECL_sampler( ureg, 0 );
+
+   tex = ureg_DECL_fs_input( ureg,
+                             TGSI_SEMANTIC_GENERIC, 0,
+                             TGSI_INTERPOLATE_PERSPECTIVE );
+
+   out = ureg_DECL_output( ureg,
+                           TGSI_SEMANTIC_COLOR,
+                           0 );
+
+   depth = ureg_DECL_output( ureg,
+                             TGSI_SEMANTIC_POSITION,
+                             0 );
+
+   imm = ureg_imm4f( ureg, 0, 0, 0, 1 );
+
+   ureg_MOV( ureg, out, imm );
+
+   ureg_TEX( ureg,
+             ureg_writemask(depth, TGSI_WRITEMASK_Z),
+             tex_target, tex, sampler );
+   ureg_END( ureg );
+
+   return ureg_create_shader_and_destroy( ureg, pipe );
+}
 
 /**
  * Make simple fragment color pass-through shader.
@@ -137,9 +183,18 @@ util_make_fragment_tex_shader(struct pipe_context *pipe )
 void *
 util_make_fragment_passthrough_shader(struct pipe_context *pipe)
 {
+   return util_make_fragment_clonecolor_shader(pipe, 1);
+}
+
+void *
+util_make_fragment_clonecolor_shader(struct pipe_context *pipe, int num_cbufs)
+{
    struct ureg_program *ureg;
    struct ureg_src src;
-   struct ureg_dst dst;
+   struct ureg_dst dst[8];
+   int i;
+
+   assert(num_cbufs <= 8);
 
    ureg = ureg_create( TGSI_PROCESSOR_FRAGMENT );
    if (ureg == NULL)
@@ -148,12 +203,13 @@ util_make_fragment_passthrough_shader(struct pipe_context *pipe)
    src = ureg_DECL_fs_input( ureg, TGSI_SEMANTIC_COLOR, 0, 
                              TGSI_INTERPOLATE_PERSPECTIVE );
 
-   dst = ureg_DECL_output( ureg, TGSI_SEMANTIC_COLOR, 0 );
+   for (i = 0; i < num_cbufs; i++)
+      dst[i] = ureg_DECL_output( ureg, TGSI_SEMANTIC_COLOR, i );
+
+   for (i = 0; i < num_cbufs; i++)
+      ureg_MOV( ureg, dst[i], src );
 
-   ureg_MOV( ureg, dst, src );
    ureg_END( ureg );
 
    return ureg_create_shader_and_destroy( ureg, pipe );
 }
-
-
diff --git a/src/gallium/auxiliary/util/u_simple_shaders.h b/src/gallium/auxiliary/util/u_simple_shaders.h
index d2e80d6..6e76094 100644
--- a/src/gallium/auxiliary/util/u_simple_shaders.h
+++ b/src/gallium/auxiliary/util/u_simple_shaders.h
@@ -51,16 +51,25 @@ util_make_vertex_passthrough_shader(struct pipe_context *pipe,
 
 extern void *
 util_make_fragment_tex_shader_writemask(struct pipe_context *pipe, 
-                                        unsigned writemask );
+                                        unsigned tex_target,
+                                        unsigned writemask);
 
 extern void *
-util_make_fragment_tex_shader(struct pipe_context *pipe);
+util_make_fragment_tex_shader(struct pipe_context *pipe, unsigned tex_target);
+
+
+extern void *
+util_make_fragment_tex_shader_writedepth(struct pipe_context *pipe,
+                                         unsigned tex_target);
 
 
 extern void *
 util_make_fragment_passthrough_shader(struct pipe_context *pipe);
 
 
+extern void *
+util_make_fragment_clonecolor_shader(struct pipe_context *pipe, int num_cbufs);
+
 #ifdef __cplusplus
 }
 #endif




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