[Mesa-dev] [PATCH 1/3] gallium/util: rewrite depth-stencil blit shaders
Marek Olšák
maraeo at gmail.com
Fri Jun 21 17:02:48 UTC 2019
From: Marek Olšák <marek.olsak at amd.com>
- merge all 3 functions (Z, S, ZS)
- don't write the color output
- read the value from texel.x, then write it to position.z or stencil.y
(don't use the value from texel.y or texel.z)
---
src/gallium/auxiliary/util/u_blitter.c | 19 +-
src/gallium/auxiliary/util/u_simple_shaders.c | 185 ++++--------------
src/gallium/auxiliary/util/u_simple_shaders.h | 25 +--
3 files changed, 46 insertions(+), 183 deletions(-)
diff --git a/src/gallium/auxiliary/util/u_blitter.c b/src/gallium/auxiliary/util/u_blitter.c
index 3dc49cd0958..8e4807ec670 100644
--- a/src/gallium/auxiliary/util/u_blitter.c
+++ b/src/gallium/auxiliary/util/u_blitter.c
@@ -1010,24 +1010,22 @@ void *blitter_get_fs_texfetch_depth(struct blitter_context_priv *ctx,
if (use_txf)
shader = &ctx->fs_texfetch_depth[target][1];
else
shader = &ctx->fs_texfetch_depth[target][0];
/* Create the fragment shader on-demand. */
if (!*shader) {
enum tgsi_texture_type tgsi_tex;
assert(!ctx->cached_all_shaders);
tgsi_tex = util_pipe_tex_to_tgsi_tex(target, 0);
- *shader =
- util_make_fragment_tex_shader_writedepth(pipe, tgsi_tex,
- TGSI_INTERPOLATE_LINEAR,
- ctx->has_tex_lz, use_txf);
+ *shader = util_make_fs_blit_zs(pipe, PIPE_MASK_Z, tgsi_tex,
+ ctx->has_tex_lz, use_txf);
}
return *shader;
}
}
static inline
void *blitter_get_fs_texfetch_depthstencil(struct blitter_context_priv *ctx,
enum pipe_texture_target target,
unsigned nr_samples,
@@ -1055,25 +1053,22 @@ void *blitter_get_fs_texfetch_depthstencil(struct blitter_context_priv *ctx,
if (use_txf)
shader = &ctx->fs_texfetch_depthstencil[target][1];
else
shader = &ctx->fs_texfetch_depthstencil[target][0];
/* Create the fragment shader on-demand. */
if (!*shader) {
enum tgsi_texture_type tgsi_tex;
assert(!ctx->cached_all_shaders);
tgsi_tex = util_pipe_tex_to_tgsi_tex(target, 0);
- *shader =
- util_make_fragment_tex_shader_writedepthstencil(pipe, tgsi_tex,
- TGSI_INTERPOLATE_LINEAR,
- ctx->has_tex_lz,
- use_txf);
+ *shader = util_make_fs_blit_zs(pipe, PIPE_MASK_ZS, tgsi_tex,
+ ctx->has_tex_lz, use_txf);
}
return *shader;
}
}
static inline
void *blitter_get_fs_texfetch_stencil(struct blitter_context_priv *ctx,
enum pipe_texture_target target,
unsigned nr_samples,
@@ -1101,24 +1096,22 @@ void *blitter_get_fs_texfetch_stencil(struct blitter_context_priv *ctx,
if (use_txf)
shader = &ctx->fs_texfetch_stencil[target][1];
else
shader = &ctx->fs_texfetch_stencil[target][0];
/* Create the fragment shader on-demand. */
if (!*shader) {
enum tgsi_texture_type tgsi_tex;
assert(!ctx->cached_all_shaders);
tgsi_tex = util_pipe_tex_to_tgsi_tex(target, 0);
- *shader =
- util_make_fragment_tex_shader_writestencil(pipe, tgsi_tex,
- TGSI_INTERPOLATE_LINEAR,
- ctx->has_tex_lz, use_txf);
+ *shader = util_make_fs_blit_zs(pipe, PIPE_MASK_S, tgsi_tex,
+ ctx->has_tex_lz, use_txf);
}
return *shader;
}
}
/**
* Generate and save all fragment shaders that we will ever need for
* blitting. Drivers which use the 'draw' fallbacks will typically use
diff --git a/src/gallium/auxiliary/util/u_simple_shaders.c b/src/gallium/auxiliary/util/u_simple_shaders.c
index d62a65579ae..c111eaf1db5 100644
--- a/src/gallium/auxiliary/util/u_simple_shaders.c
+++ b/src/gallium/auxiliary/util/u_simple_shaders.c
@@ -371,187 +371,76 @@ util_make_fragment_tex_shader(struct pipe_context *pipe,
{
return util_make_fragment_tex_shader_writemask( pipe,
tex_target,
interp_mode,
TGSI_WRITEMASK_XYZW,
stype, dtype, load_level_zero,
use_txf);
}
-/**
- * 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,
- enum tgsi_texture_type tex_target,
- enum tgsi_interpolate_mode interp_mode,
- bool load_level_zero,
- bool use_txf)
-{
- struct ureg_program *ureg;
- struct ureg_src sampler;
- struct ureg_src tex;
- struct ureg_dst out, depth;
- struct ureg_src imm;
-
- ureg = ureg_create( PIPE_SHADER_FRAGMENT );
- if (!ureg)
- return NULL;
-
- sampler = ureg_DECL_sampler( ureg, 0 );
-
- ureg_DECL_sampler_view(ureg, 0, tex_target,
- TGSI_RETURN_TYPE_FLOAT,
- TGSI_RETURN_TYPE_FLOAT,
- TGSI_RETURN_TYPE_FLOAT,
- TGSI_RETURN_TYPE_FLOAT);
-
- tex = ureg_DECL_fs_input( ureg,
- TGSI_SEMANTIC_GENERIC, 0,
- interp_mode );
-
- 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_load_tex(ureg, ureg_writemask(depth, TGSI_WRITEMASK_Z), tex, sampler,
- tex_target, load_level_zero, use_txf);
- ureg_END( ureg );
-
- return ureg_create_shader_and_destroy( ureg, pipe );
-}
-
-
/**
* Make a simple fragment texture shader which reads the texture unit 0 and 1
* and writes it as depth and stencil, respectively.
*/
void *
-util_make_fragment_tex_shader_writedepthstencil(struct pipe_context *pipe,
- enum tgsi_texture_type tex_target,
- enum tgsi_interpolate_mode interp_mode,
- bool load_level_zero,
- bool use_txf)
+util_make_fs_blit_zs(struct pipe_context *pipe, unsigned zs_mask,
+ enum tgsi_texture_type tex_target,
+ bool load_level_zero, bool use_txf)
{
struct ureg_program *ureg;
- struct ureg_src depth_sampler, stencil_sampler;
- struct ureg_src tex;
- struct ureg_dst out, depth, stencil;
- struct ureg_src imm;
+ struct ureg_src depth_sampler, stencil_sampler, coord;
+ struct ureg_dst depth, stencil, tmp;
- ureg = ureg_create( PIPE_SHADER_FRAGMENT );
- if (!ureg)
- return NULL;
-
- depth_sampler = ureg_DECL_sampler( ureg, 0 );
- ureg_DECL_sampler_view(ureg, 0, tex_target,
- TGSI_RETURN_TYPE_FLOAT,
- TGSI_RETURN_TYPE_FLOAT,
- TGSI_RETURN_TYPE_FLOAT,
- TGSI_RETURN_TYPE_FLOAT);
- stencil_sampler = ureg_DECL_sampler( ureg, 1 );
- ureg_DECL_sampler_view(ureg, 0, tex_target,
- TGSI_RETURN_TYPE_UINT,
- TGSI_RETURN_TYPE_UINT,
- TGSI_RETURN_TYPE_UINT,
- TGSI_RETURN_TYPE_UINT);
-
- tex = ureg_DECL_fs_input( ureg,
- TGSI_SEMANTIC_GENERIC, 0,
- interp_mode );
-
- out = ureg_DECL_output( ureg,
- TGSI_SEMANTIC_COLOR,
- 0 );
-
- depth = ureg_DECL_output( ureg,
- TGSI_SEMANTIC_POSITION,
- 0 );
-
- stencil = ureg_DECL_output( ureg,
- TGSI_SEMANTIC_STENCIL,
- 0 );
-
- imm = ureg_imm4f( ureg, 0, 0, 0, 1 );
-
- ureg_MOV( ureg, out, imm );
-
- ureg_load_tex(ureg, ureg_writemask(depth, TGSI_WRITEMASK_Z), tex,
- depth_sampler, tex_target, load_level_zero, use_txf);
- ureg_load_tex(ureg, ureg_writemask(stencil, TGSI_WRITEMASK_Y), tex,
- stencil_sampler, tex_target, load_level_zero, use_txf);
- ureg_END( ureg );
-
- return ureg_create_shader_and_destroy( ureg, pipe );
-}
-
-
-/**
- * Make a simple fragment texture shader which reads a texture and writes it
- * as stencil.
- */
-void *
-util_make_fragment_tex_shader_writestencil(struct pipe_context *pipe,
- enum tgsi_texture_type tex_target,
- enum tgsi_interpolate_mode interp_mode,
- bool load_level_zero,
- bool use_txf)
-{
- struct ureg_program *ureg;
- struct ureg_src stencil_sampler;
- struct ureg_src tex;
- struct ureg_dst out, stencil;
- struct ureg_src imm;
-
- ureg = ureg_create( PIPE_SHADER_FRAGMENT );
+ ureg = ureg_create(PIPE_SHADER_FRAGMENT);
if (!ureg)
return NULL;
- stencil_sampler = ureg_DECL_sampler( ureg, 0 );
+ coord = ureg_DECL_fs_input(ureg, TGSI_SEMANTIC_GENERIC, 0,
+ TGSI_INTERPOLATE_LINEAR);
+ tmp = ureg_DECL_temporary(ureg);
- ureg_DECL_sampler_view(ureg, 0, tex_target,
- TGSI_RETURN_TYPE_UINT,
- TGSI_RETURN_TYPE_UINT,
- TGSI_RETURN_TYPE_UINT,
- TGSI_RETURN_TYPE_UINT);
+ if (zs_mask & PIPE_MASK_Z) {
+ depth_sampler = ureg_DECL_sampler(ureg, 0);
+ ureg_DECL_sampler_view(ureg, 0, tex_target,
+ TGSI_RETURN_TYPE_FLOAT,
+ TGSI_RETURN_TYPE_FLOAT,
+ TGSI_RETURN_TYPE_FLOAT,
+ TGSI_RETURN_TYPE_FLOAT);
- tex = ureg_DECL_fs_input( ureg,
- TGSI_SEMANTIC_GENERIC, 0,
- interp_mode );
+ ureg_load_tex(ureg, ureg_writemask(tmp, TGSI_WRITEMASK_X), coord,
+ depth_sampler, tex_target, load_level_zero, use_txf);
- out = ureg_DECL_output( ureg,
- TGSI_SEMANTIC_COLOR,
- 0 );
+ depth = ureg_DECL_output(ureg, TGSI_SEMANTIC_POSITION, 0);
+ ureg_MOV(ureg, ureg_writemask(depth, TGSI_WRITEMASK_Z),
+ ureg_scalar(ureg_src(tmp), TGSI_SWIZZLE_X));
+ }
- stencil = ureg_DECL_output( ureg,
- TGSI_SEMANTIC_STENCIL,
- 0 );
+ if (zs_mask & PIPE_MASK_S) {
+ stencil_sampler = ureg_DECL_sampler(ureg, zs_mask & PIPE_MASK_Z ? 1 : 0);
+ ureg_DECL_sampler_view(ureg, 0, tex_target,
+ TGSI_RETURN_TYPE_UINT,
+ TGSI_RETURN_TYPE_UINT,
+ TGSI_RETURN_TYPE_UINT,
+ TGSI_RETURN_TYPE_UINT);
- imm = ureg_imm4f( ureg, 0, 0, 0, 1 );
+ ureg_load_tex(ureg, ureg_writemask(tmp, TGSI_WRITEMASK_X), coord,
+ stencil_sampler, tex_target, load_level_zero, use_txf);
- ureg_MOV( ureg, out, imm );
+ stencil = ureg_DECL_output(ureg, TGSI_SEMANTIC_STENCIL, 0);
+ ureg_MOV(ureg, ureg_writemask(stencil, TGSI_WRITEMASK_Y),
+ ureg_scalar(ureg_src(tmp), TGSI_SWIZZLE_X));
+ }
- ureg_load_tex(ureg, ureg_writemask(stencil, TGSI_WRITEMASK_Y), tex,
- stencil_sampler, tex_target, load_level_zero, use_txf);
- ureg_END( ureg );
+ ureg_END(ureg);
- return ureg_create_shader_and_destroy( ureg, pipe );
+ return ureg_create_shader_and_destroy(ureg, pipe);
}
/**
* Make simple fragment color pass-through shader that replicates OUT[0]
* to all bound colorbuffers.
*/
void *
util_make_fragment_passthrough_shader(struct pipe_context *pipe,
int input_semantic,
diff --git a/src/gallium/auxiliary/util/u_simple_shaders.h b/src/gallium/auxiliary/util/u_simple_shaders.h
index 3afe4cc050b..4d4f5e97f5b 100644
--- a/src/gallium/auxiliary/util/u_simple_shaders.h
+++ b/src/gallium/auxiliary/util/u_simple_shaders.h
@@ -85,42 +85,23 @@ util_make_fragment_tex_shader_writemask(struct pipe_context *pipe,
extern void *
util_make_fragment_tex_shader(struct pipe_context *pipe,
enum tgsi_texture_type tex_target,
enum tgsi_interpolate_mode interp_mode,
enum tgsi_return_type stype,
enum tgsi_return_type dtype,
bool load_level_zero,
bool use_txf);
extern void *
-util_make_fragment_tex_shader_writedepth(struct pipe_context *pipe,
- enum tgsi_texture_type tex_target,
- enum tgsi_interpolate_mode interp_mode,
- bool load_level_zero,
- bool use_txf);
-
-
-extern void *
-util_make_fragment_tex_shader_writedepthstencil(struct pipe_context *pipe,
- enum tgsi_texture_type tex_target,
- enum tgsi_interpolate_mode interp_mode,
- bool load_level_zero,
- bool use_txf);
-
-
-extern void *
-util_make_fragment_tex_shader_writestencil(struct pipe_context *pipe,
- enum tgsi_texture_type tex_target,
- enum tgsi_interpolate_mode interp_mode,
- bool load_level_zero,
- bool use_txf);
-
+util_make_fs_blit_zs(struct pipe_context *pipe, unsigned zs_mask,
+ enum tgsi_texture_type tex_target,
+ bool load_level_zero, bool use_txf);
extern void *
util_make_fragment_passthrough_shader(struct pipe_context *pipe,
int input_semantic,
int input_interpolate,
boolean write_all_cbufs);
extern void *
util_make_empty_fragment_shader(struct pipe_context *pipe);
--
2.17.1
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