From: Marek Olšák <marek.ol...@amd.com> --- src/gallium/auxiliary/util/u_blit.c | 2 +- src/gallium/auxiliary/util/u_blitter.c | 13 +++-- src/gallium/auxiliary/util/u_simple_shaders.c | 70 +++++++++++++++++++-------- src/gallium/auxiliary/util/u_simple_shaders.h | 20 ++++++-- src/gallium/auxiliary/util/u_tests.c | 2 +- src/gallium/tests/trivial/quad-tex.c | 3 +- 6 files changed, 77 insertions(+), 33 deletions(-)
diff --git a/src/gallium/auxiliary/util/u_blit.c b/src/gallium/auxiliary/util/u_blit.c index 6d8178e..3e49667 100644 --- a/src/gallium/auxiliary/util/u_blit.c +++ b/src/gallium/auxiliary/util/u_blit.c @@ -179,21 +179,21 @@ set_fragment_shader(struct blit_state *ctx, uint writemask, if (!ctx->fs[pipe_tex][writemask][idx]) { unsigned tgsi_tex = util_pipe_tex_to_tgsi_tex(pipe_tex, 0); /* OpenGL does not allow blits from signed to unsigned integer * or vice versa. */ ctx->fs[pipe_tex][writemask][idx] = util_make_fragment_tex_shader_writemask(ctx->pipe, tgsi_tex, TGSI_INTERPOLATE_LINEAR, writemask, - stype, stype); + stype, stype, false, false); } cso_set_fragment_shader_handle(ctx->cso, ctx->fs[pipe_tex][writemask][idx]); } /** * Helper function to set the vertex shader. */ static inline void diff --git a/src/gallium/auxiliary/util/u_blitter.c b/src/gallium/auxiliary/util/u_blitter.c index 13fa965..1aef013 100644 --- a/src/gallium/auxiliary/util/u_blitter.c +++ b/src/gallium/auxiliary/util/u_blitter.c @@ -945,21 +945,22 @@ static void *blitter_get_fs_texfetch_col(struct blitter_context_priv *ctx, return *shader; } else { void **shader = &ctx->fs_texfetch_col[type][target]; /* Create the fragment shader on-demand. */ if (!*shader) { assert(!ctx->cached_all_shaders); *shader = util_make_fragment_tex_shader(pipe, tgsi_tex, TGSI_INTERPOLATE_LINEAR, - stype, dtype); + stype, dtype, + false, false); } return *shader; } } static inline void *blitter_get_fs_texfetch_depth(struct blitter_context_priv *ctx, enum pipe_texture_target target, unsigned nr_samples) @@ -983,21 +984,22 @@ void *blitter_get_fs_texfetch_depth(struct blitter_context_priv *ctx, } else { void **shader = &ctx->fs_texfetch_depth[target]; /* Create the fragment shader on-demand. */ if (!*shader) { unsigned 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); + TGSI_INTERPOLATE_LINEAR, + false, false); } return *shader; } } static inline void *blitter_get_fs_texfetch_depthstencil(struct blitter_context_priv *ctx, enum pipe_texture_target target, unsigned nr_samples) @@ -1021,21 +1023,23 @@ void *blitter_get_fs_texfetch_depthstencil(struct blitter_context_priv *ctx, } else { void **shader = &ctx->fs_texfetch_depthstencil[target]; /* Create the fragment shader on-demand. */ if (!*shader) { unsigned 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); + TGSI_INTERPOLATE_LINEAR, + false, + false); } return *shader; } } static inline void *blitter_get_fs_texfetch_stencil(struct blitter_context_priv *ctx, enum pipe_texture_target target, unsigned nr_samples) @@ -1059,21 +1063,22 @@ void *blitter_get_fs_texfetch_stencil(struct blitter_context_priv *ctx, } else { void **shader = &ctx->fs_texfetch_stencil[target]; /* Create the fragment shader on-demand. */ if (!*shader) { unsigned 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); + TGSI_INTERPOLATE_LINEAR, + false, false); } 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 613ec4a..5874d0e 100644 --- a/src/gallium/auxiliary/util/u_simple_shaders.c +++ b/src/gallium/auxiliary/util/u_simple_shaders.c @@ -198,40 +198,64 @@ void *util_make_layered_clear_geometry_shader(struct pipe_context *pipe) struct pipe_shader_state state; if (!tgsi_text_translate(text, tokens, ARRAY_SIZE(tokens))) { assert(0); return NULL; } pipe_shader_state_from_tgsi(&state, tokens); return pipe->create_gs_state(pipe, &state); } +static void +ureg_load_tex(struct ureg_program *ureg, struct ureg_dst out, + struct ureg_src coord, struct ureg_src sampler, + unsigned tex_target, bool load_level_zero, bool use_txf) +{ + if (use_txf) { + struct ureg_dst temp = ureg_DECL_temporary(ureg); + + ureg_F2I(ureg, temp, coord); + + if (load_level_zero) + ureg_TXF_LZ(ureg, out, tex_target, ureg_src(temp), sampler); + else + ureg_TXF(ureg, out, tex_target, ureg_src(temp), sampler); + } else { + if (load_level_zero) + ureg_TEX_LZ(ureg, out, tex_target, coord, sampler); + else + ureg_TEX(ureg, out, tex_target, coord, sampler); + } +} + /** * Make simple fragment texture shader: * IMM {0,0,0,1} // (if writemask != 0xf) * MOV TEMP[0], IMM[0] // (if writemask != 0xf) * TEX TEMP[0].writemask, IN[0], SAMP[0], 2D; * .. optional SINT <-> UINT clamping .. * MOV OUT[0], TEMP[0] * END; * * \param tex_target one of PIPE_TEXTURE_x * \parma interp_mode either TGSI_INTERPOLATE_LINEAR or PERSPECTIVE * \param writemask mask of TGSI_WRITEMASK_x */ void * util_make_fragment_tex_shader_writemask(struct pipe_context *pipe, unsigned tex_target, unsigned interp_mode, unsigned writemask, enum tgsi_return_type stype, - enum tgsi_return_type dtype) + enum tgsi_return_type dtype, + bool load_level_zero, + bool use_txf) { struct ureg_program *ureg; struct ureg_src sampler; struct ureg_src tex; struct ureg_dst temp; struct ureg_dst out; assert((stype == TGSI_RETURN_TYPE_FLOAT) == (dtype == TGSI_RETURN_TYPE_FLOAT)); assert(interp_mode == TGSI_INTERPOLATE_LINEAR || interp_mode == TGSI_INTERPOLATE_PERSPECTIVE); @@ -258,23 +282,22 @@ util_make_fragment_tex_shader_writemask(struct pipe_context *pipe, struct ureg_src imm = ureg_imm4f( ureg, 0, 0, 0, 1 ); ureg_MOV( ureg, out, imm ); } if (tex_target == TGSI_TEXTURE_BUFFER) ureg_TXF(ureg, ureg_writemask(temp, writemask), tex_target, tex, sampler); else - ureg_TEX(ureg, - ureg_writemask(temp, writemask), - tex_target, tex, sampler); + ureg_load_tex(ureg, ureg_writemask(temp, writemask), tex, sampler, + tex_target, load_level_zero, use_txf); if (stype != dtype) { if (stype == TGSI_RETURN_TYPE_SINT) { assert(dtype == TGSI_RETURN_TYPE_UINT); ureg_IMAX(ureg, temp, ureg_src(temp), ureg_imm1i(ureg, 0)); } else { assert(stype == TGSI_RETURN_TYPE_UINT); assert(dtype == TGSI_RETURN_TYPE_SINT); @@ -292,38 +315,43 @@ util_make_fragment_tex_shader_writemask(struct pipe_context *pipe, /** * Make a simple fragment shader that sets the output color to a color * taken from a texture. * \param tex_target one of PIPE_TEXTURE_x */ void * util_make_fragment_tex_shader(struct pipe_context *pipe, unsigned tex_target, unsigned interp_mode, enum tgsi_return_type stype, - enum tgsi_return_type dtype) + enum tgsi_return_type dtype, + bool load_level_zero, + bool use_txf) { return util_make_fragment_tex_shader_writemask( pipe, tex_target, interp_mode, TGSI_WRITEMASK_XYZW, - stype, dtype ); + 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, unsigned tex_target, - unsigned interp_mode) + unsigned 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; @@ -345,37 +373,38 @@ util_make_fragment_tex_shader_writedepth(struct pipe_context *pipe, 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_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, unsigned tex_target, - unsigned interp_mode) + unsigned interp_mode, + 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; ureg = ureg_create( PIPE_SHADER_FRAGMENT ); if (!ureg) return NULL; @@ -406,40 +435,40 @@ util_make_fragment_tex_shader_writedepthstencil(struct pipe_context *pipe, 0 ); stencil = ureg_DECL_output( ureg, TGSI_SEMANTIC_STENCIL, 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, depth_sampler ); - ureg_TEX( ureg, - ureg_writemask(stencil, TGSI_WRITEMASK_Y), - tex_target, tex, stencil_sampler ); + 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, unsigned tex_target, - unsigned interp_mode) + unsigned 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 ); if (!ureg) return NULL; @@ -461,23 +490,22 @@ util_make_fragment_tex_shader_writestencil(struct pipe_context *pipe, 0 ); stencil = ureg_DECL_output( ureg, TGSI_SEMANTIC_STENCIL, 0 ); imm = ureg_imm4f( ureg, 0, 0, 0, 1 ); ureg_MOV( ureg, out, imm ); - ureg_TEX( ureg, - ureg_writemask(stencil, TGSI_WRITEMASK_Y), - tex_target, tex, stencil_sampler ); + 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 simple fragment color pass-through shader that replicates OUT[0] * to all bound colorbuffers. */ diff --git a/src/gallium/auxiliary/util/u_simple_shaders.h b/src/gallium/auxiliary/util/u_simple_shaders.h index 0481098..de05aad 100644 --- a/src/gallium/auxiliary/util/u_simple_shaders.h +++ b/src/gallium/auxiliary/util/u_simple_shaders.h @@ -67,44 +67,54 @@ util_make_layered_clear_helper_vertex_shader(struct pipe_context *pipe); extern void * util_make_layered_clear_geometry_shader(struct pipe_context *pipe); extern void * util_make_fragment_tex_shader_writemask(struct pipe_context *pipe, unsigned tex_target, unsigned interp_mode, unsigned writemask, enum tgsi_return_type stype, - enum tgsi_return_type dtype); + enum tgsi_return_type dtype, + bool load_level_zero, + bool use_txf); extern void * util_make_fragment_tex_shader(struct pipe_context *pipe, unsigned tex_target, unsigned interp_mode, enum tgsi_return_type stype, - enum tgsi_return_type dtype); + enum tgsi_return_type dtype, + bool load_level_zero, + bool use_txf); extern void * util_make_fragment_tex_shader_writedepth(struct pipe_context *pipe, unsigned tex_target, - unsigned interp_mode); + unsigned interp_mode, + bool load_level_zero, + bool use_txf); extern void * util_make_fragment_tex_shader_writedepthstencil(struct pipe_context *pipe, unsigned tex_target, - unsigned interp_mode); + unsigned interp_mode, + bool load_level_zero, + bool use_txf); extern void * util_make_fragment_tex_shader_writestencil(struct pipe_context *pipe, unsigned tex_target, - unsigned interp_mode); + unsigned interp_mode, + 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 * diff --git a/src/gallium/auxiliary/util/u_tests.c b/src/gallium/auxiliary/util/u_tests.c index 30eb589..7ec8eef 100644 --- a/src/gallium/auxiliary/util/u_tests.c +++ b/src/gallium/auxiliary/util/u_tests.c @@ -368,21 +368,21 @@ null_sampler_view(struct pipe_context *ctx, unsigned tgsi_tex_target) cb = util_create_texture2d(ctx->screen, 256, 256, PIPE_FORMAT_R8G8B8A8_UNORM); util_set_common_states_and_clear(cso, ctx, cb); ctx->set_sampler_views(ctx, PIPE_SHADER_FRAGMENT, 0, 1, NULL); /* Fragment shader. */ fs = util_make_fragment_tex_shader(ctx, tgsi_tex_target, TGSI_INTERPOLATE_LINEAR, TGSI_RETURN_TYPE_FLOAT, - TGSI_RETURN_TYPE_FLOAT); + TGSI_RETURN_TYPE_FLOAT, false, false); cso_set_fragment_shader_handle(cso, fs); /* Vertex shader. */ vs = util_set_passthrough_vertex_shader(cso, ctx, false); util_draw_fullscreen_quad(cso); /* Probe pixels. */ pass = pass && util_probe_rect_rgba_multi(ctx, cb, 0, 0, cb->width0, cb->height0, expected, num_expected); diff --git a/src/gallium/tests/trivial/quad-tex.c b/src/gallium/tests/trivial/quad-tex.c index 6e9957a..2ee544a 100644 --- a/src/gallium/tests/trivial/quad-tex.c +++ b/src/gallium/tests/trivial/quad-tex.c @@ -266,21 +266,22 @@ static void init_prog(struct program *p) const uint semantic_names[] = { TGSI_SEMANTIC_POSITION, TGSI_SEMANTIC_GENERIC }; const uint semantic_indexes[] = { 0, 0 }; p->vs = util_make_vertex_passthrough_shader(p->pipe, 2, semantic_names, semantic_indexes, FALSE); } /* fragment shader */ p->fs = util_make_fragment_tex_shader(p->pipe, TGSI_TEXTURE_2D, TGSI_INTERPOLATE_LINEAR, TGSI_RETURN_TYPE_FLOAT, - TGSI_RETURN_TYPE_FLOAT); + TGSI_RETURN_TYPE_FLOAT, false, + false); } static void close_prog(struct program *p) { cso_destroy_context(p->cso); p->pipe->delete_vs_state(p->pipe, p->vs); p->pipe->delete_fs_state(p->pipe, p->fs); pipe_surface_reference(&p->framebuffer.cbufs[0], NULL); -- 2.7.4 _______________________________________________ mesa-dev mailing list mesa-dev@lists.freedesktop.org https://lists.freedesktop.org/mailman/listinfo/mesa-dev