Zack Rusin | 544dd4b | 2009-05-01 12:41:38 -0400 | [diff] [blame] | 1 | /************************************************************************** |
| 2 | * |
| 3 | * Copyright 2009 VMware, Inc. All Rights Reserved. |
| 4 | * |
| 5 | * Permission is hereby granted, free of charge, to any person obtaining a |
| 6 | * copy of this software and associated documentation files (the |
| 7 | * "Software"), to deal in the Software without restriction, including |
| 8 | * without limitation the rights to use, copy, modify, merge, publish, |
| 9 | * distribute, sub license, and/or sell copies of the Software, and to |
| 10 | * permit persons to whom the Software is furnished to do so, subject to |
| 11 | * the following conditions: |
| 12 | * |
| 13 | * The above copyright notice and this permission notice (including the |
| 14 | * next paragraph) shall be included in all copies or substantial portions |
| 15 | * of the Software. |
| 16 | * |
| 17 | * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS |
| 18 | * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF |
| 19 | * MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT. |
| 20 | * IN NO EVENT SHALL VMWARE AND/OR ITS SUPPLIERS BE LIABLE FOR |
| 21 | * ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, |
| 22 | * TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE |
| 23 | * SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. |
| 24 | * |
| 25 | **************************************************************************/ |
| 26 | |
| 27 | #include "shader.h" |
| 28 | |
| 29 | #include "vg_context.h" |
| 30 | #include "shaders_cache.h" |
| 31 | #include "paint.h" |
| 32 | #include "mask.h" |
| 33 | #include "image.h" |
| 34 | |
| 35 | #include "pipe/p_context.h" |
| 36 | #include "pipe/p_screen.h" |
| 37 | #include "pipe/p_state.h" |
| 38 | #include "pipe/p_inlines.h" |
| 39 | #include "util/u_memory.h" |
| 40 | |
| 41 | #define MAX_CONSTANTS 20 |
| 42 | |
| 43 | struct shader { |
| 44 | struct vg_context *context; |
| 45 | |
| 46 | VGboolean masking; |
| 47 | struct vg_paint *paint; |
| 48 | struct vg_image *image; |
| 49 | |
| 50 | VGboolean drawing_image; |
| 51 | VGImageMode image_mode; |
| 52 | |
| 53 | float constants[MAX_CONSTANTS]; |
| 54 | struct pipe_constant_buffer cbuf; |
| 55 | struct pipe_shader_state fs_state; |
| 56 | void *fs; |
| 57 | }; |
| 58 | |
| 59 | struct shader * shader_create(struct vg_context *ctx) |
| 60 | { |
| 61 | struct shader *shader = 0; |
| 62 | |
| 63 | shader = CALLOC_STRUCT(shader); |
| 64 | shader->context = ctx; |
| 65 | |
| 66 | return shader; |
| 67 | } |
| 68 | |
| 69 | void shader_destroy(struct shader *shader) |
| 70 | { |
| 71 | free(shader); |
| 72 | } |
| 73 | |
| 74 | void shader_set_masking(struct shader *shader, VGboolean set) |
| 75 | { |
| 76 | shader->masking = set; |
| 77 | } |
| 78 | |
| 79 | VGboolean shader_is_masking(struct shader *shader) |
| 80 | { |
| 81 | return shader->masking; |
| 82 | } |
| 83 | |
| 84 | void shader_set_paint(struct shader *shader, struct vg_paint *paint) |
| 85 | { |
| 86 | shader->paint = paint; |
| 87 | } |
| 88 | |
| 89 | struct vg_paint * shader_paint(struct shader *shader) |
| 90 | { |
| 91 | return shader->paint; |
| 92 | } |
| 93 | |
| 94 | |
| 95 | static void setup_constant_buffer(struct shader *shader) |
| 96 | { |
| 97 | struct vg_context *ctx = shader->context; |
| 98 | struct pipe_context *pipe = shader->context->pipe; |
| 99 | struct pipe_constant_buffer *cbuf = &shader->cbuf; |
| 100 | VGint param_bytes = paint_constant_buffer_size(shader->paint); |
| 101 | float temp_buf[MAX_CONSTANTS]; |
| 102 | |
| 103 | assert(param_bytes <= sizeof(temp_buf)); |
| 104 | paint_fill_constant_buffer(shader->paint, temp_buf); |
| 105 | |
| 106 | if (cbuf->buffer == NULL || |
| 107 | memcmp(temp_buf, shader->constants, param_bytes) != 0) |
| 108 | { |
| 109 | pipe_buffer_reference(&cbuf->buffer, NULL); |
| 110 | |
| 111 | memcpy(shader->constants, temp_buf, param_bytes); |
| 112 | cbuf->buffer = pipe_user_buffer_create(pipe->screen, |
| 113 | &shader->constants, |
| 114 | sizeof(shader->constants)); |
| 115 | } |
| 116 | |
| 117 | ctx->pipe->set_constant_buffer(ctx->pipe, PIPE_SHADER_FRAGMENT, 0, cbuf); |
| 118 | } |
| 119 | |
| 120 | static VGint blend_bind_samplers(struct vg_context *ctx, |
| 121 | struct pipe_sampler_state **samplers, |
| 122 | struct pipe_texture **textures) |
| 123 | { |
| 124 | VGBlendMode bmode = ctx->state.vg.blend_mode; |
| 125 | |
| 126 | if (bmode == VG_BLEND_MULTIPLY || |
| 127 | bmode == VG_BLEND_SCREEN || |
| 128 | bmode == VG_BLEND_DARKEN || |
| 129 | bmode == VG_BLEND_LIGHTEN) { |
| 130 | struct st_framebuffer *stfb = ctx->draw_buffer; |
| 131 | |
| 132 | vg_prepare_blend_surface(ctx); |
| 133 | |
| 134 | samplers[2] = &ctx->blend_sampler; |
| 135 | textures[2] = stfb->blend_texture; |
| 136 | |
| 137 | if (!samplers[0] || !textures[0]) { |
Igor Oliveira | 0d051af | 2010-01-25 09:53:53 -0700 | [diff] [blame^] | 138 | samplers[0] = samplers[2]; |
| 139 | textures[0] = textures[2]; |
Zack Rusin | 544dd4b | 2009-05-01 12:41:38 -0400 | [diff] [blame] | 140 | } |
| 141 | if (!samplers[1] || !textures[1]) { |
| 142 | samplers[1] = samplers[0]; |
| 143 | textures[1] = textures[0]; |
| 144 | } |
| 145 | |
| 146 | return 1; |
| 147 | } |
| 148 | return 0; |
| 149 | } |
| 150 | |
| 151 | static void setup_samplers(struct shader *shader) |
| 152 | { |
| 153 | struct pipe_sampler_state *samplers[PIPE_MAX_SAMPLERS]; |
| 154 | struct pipe_texture *textures[PIPE_MAX_SAMPLERS]; |
| 155 | struct vg_context *ctx = shader->context; |
| 156 | /* a little wonky: we use the num as a boolean that just says |
| 157 | * whether any sampler/textures have been set. the actual numbering |
| 158 | * for samplers is always the same: |
| 159 | * 0 - paint sampler/texture for gradient/pattern |
| 160 | * 1 - mask sampler/texture |
| 161 | * 2 - blend sampler/texture |
| 162 | * 3 - image sampler/texture |
| 163 | * */ |
| 164 | VGint num = 0; |
| 165 | |
| 166 | samplers[0] = NULL; |
| 167 | samplers[1] = NULL; |
| 168 | samplers[2] = NULL; |
| 169 | samplers[3] = NULL; |
| 170 | textures[0] = NULL; |
| 171 | textures[1] = NULL; |
| 172 | textures[2] = NULL; |
| 173 | textures[3] = NULL; |
| 174 | |
| 175 | num += paint_bind_samplers(shader->paint, samplers, textures); |
| 176 | num += mask_bind_samplers(samplers, textures); |
| 177 | num += blend_bind_samplers(ctx, samplers, textures); |
| 178 | if (shader->drawing_image && shader->image) |
| 179 | num += image_bind_samplers(shader->image, samplers, textures); |
| 180 | |
| 181 | if (num) { |
| 182 | cso_set_samplers(ctx->cso_context, 4, (const struct pipe_sampler_state **)samplers); |
| 183 | cso_set_sampler_textures(ctx->cso_context, 4, textures); |
| 184 | } |
| 185 | } |
| 186 | |
| 187 | static INLINE VGboolean is_format_bw(struct shader *shader) |
| 188 | { |
| 189 | #if 0 |
| 190 | struct vg_context *ctx = shader->context; |
| 191 | struct st_framebuffer *stfb = ctx->draw_buffer; |
| 192 | #endif |
| 193 | |
| 194 | if (shader->drawing_image && shader->image) { |
| 195 | if (shader->image->format == VG_BW_1) |
| 196 | return VG_TRUE; |
| 197 | } |
| 198 | |
| 199 | return VG_FALSE; |
| 200 | } |
| 201 | |
| 202 | static void setup_shader_program(struct shader *shader) |
| 203 | { |
| 204 | struct vg_context *ctx = shader->context; |
| 205 | VGint shader_id = 0; |
| 206 | VGBlendMode blend_mode = ctx->state.vg.blend_mode; |
| 207 | VGboolean black_white = is_format_bw(shader); |
| 208 | |
| 209 | /* 1st stage: fill */ |
| 210 | if (!shader->drawing_image || |
| 211 | (shader->image_mode == VG_DRAW_IMAGE_MULTIPLY || shader->image_mode == VG_DRAW_IMAGE_STENCIL)) { |
| 212 | switch(paint_type(shader->paint)) { |
| 213 | case VG_PAINT_TYPE_COLOR: |
| 214 | shader_id |= VEGA_SOLID_FILL_SHADER; |
| 215 | break; |
| 216 | case VG_PAINT_TYPE_LINEAR_GRADIENT: |
| 217 | shader_id |= VEGA_LINEAR_GRADIENT_SHADER; |
| 218 | break; |
| 219 | case VG_PAINT_TYPE_RADIAL_GRADIENT: |
| 220 | shader_id |= VEGA_RADIAL_GRADIENT_SHADER; |
| 221 | break; |
| 222 | case VG_PAINT_TYPE_PATTERN: |
| 223 | shader_id |= VEGA_PATTERN_SHADER; |
| 224 | break; |
| 225 | |
| 226 | default: |
| 227 | abort(); |
| 228 | } |
| 229 | } |
| 230 | |
| 231 | /* second stage image */ |
| 232 | if (shader->drawing_image) { |
| 233 | switch(shader->image_mode) { |
| 234 | case VG_DRAW_IMAGE_NORMAL: |
| 235 | shader_id |= VEGA_IMAGE_NORMAL_SHADER; |
| 236 | break; |
| 237 | case VG_DRAW_IMAGE_MULTIPLY: |
| 238 | shader_id |= VEGA_IMAGE_MULTIPLY_SHADER; |
| 239 | break; |
| 240 | case VG_DRAW_IMAGE_STENCIL: |
| 241 | shader_id |= VEGA_IMAGE_STENCIL_SHADER; |
| 242 | break; |
| 243 | default: |
| 244 | debug_printf("Unknown image mode!"); |
| 245 | } |
| 246 | } |
| 247 | |
| 248 | if (shader->masking) |
| 249 | shader_id |= VEGA_MASK_SHADER; |
| 250 | |
| 251 | switch(blend_mode) { |
| 252 | case VG_BLEND_MULTIPLY: |
| 253 | shader_id |= VEGA_BLEND_MULTIPLY_SHADER; |
| 254 | break; |
| 255 | case VG_BLEND_SCREEN: |
| 256 | shader_id |= VEGA_BLEND_SCREEN_SHADER; |
| 257 | break; |
| 258 | case VG_BLEND_DARKEN: |
| 259 | shader_id |= VEGA_BLEND_DARKEN_SHADER; |
| 260 | break; |
| 261 | case VG_BLEND_LIGHTEN: |
| 262 | shader_id |= VEGA_BLEND_LIGHTEN_SHADER; |
| 263 | break; |
| 264 | default: |
| 265 | /* handled by pipe_blend_state */ |
| 266 | break; |
| 267 | } |
| 268 | |
| 269 | if (black_white) |
| 270 | shader_id |= VEGA_BW_SHADER; |
| 271 | |
| 272 | shader->fs = shaders_cache_fill(ctx->sc, shader_id); |
| 273 | cso_set_fragment_shader_handle(ctx->cso_context, shader->fs); |
| 274 | } |
| 275 | |
| 276 | |
| 277 | void shader_bind(struct shader *shader) |
| 278 | { |
| 279 | /* first resolve the real paint type */ |
| 280 | paint_resolve_type(shader->paint); |
| 281 | |
| 282 | setup_constant_buffer(shader); |
| 283 | setup_samplers(shader); |
| 284 | setup_shader_program(shader); |
| 285 | } |
| 286 | |
| 287 | void shader_set_image_mode(struct shader *shader, VGImageMode image_mode) |
| 288 | { |
| 289 | shader->image_mode = image_mode; |
| 290 | } |
| 291 | |
| 292 | VGImageMode shader_image_mode(struct shader *shader) |
| 293 | { |
| 294 | return shader->image_mode; |
| 295 | } |
| 296 | |
| 297 | void shader_set_drawing_image(struct shader *shader, VGboolean drawing_image) |
| 298 | { |
| 299 | shader->drawing_image = drawing_image; |
| 300 | } |
| 301 | |
| 302 | VGboolean shader_drawing_image(struct shader *shader) |
| 303 | { |
| 304 | return shader->drawing_image; |
| 305 | } |
| 306 | |
| 307 | void shader_set_image(struct shader *shader, struct vg_image *img) |
| 308 | { |
| 309 | shader->image = img; |
| 310 | } |