shader.c revision a91128030e6c19609f6bb66a871382bbe4e3e2a4
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#include "renderer.h"
35
36#include "pipe/p_context.h"
37#include "pipe/p_state.h"
38#include "util/u_memory.h"
39#include "util/u_math.h"
40#include "util/u_format.h"
41
42#define MAX_CONSTANTS 28
43
44struct shader {
45   struct vg_context *context;
46
47   VGboolean color_transform;
48   VGboolean masking;
49   struct vg_paint *paint;
50   struct vg_image *image;
51
52   struct matrix modelview;
53   struct matrix paint_matrix;
54
55   VGboolean drawing_image;
56   VGImageMode image_mode;
57
58   float constants[MAX_CONSTANTS];
59   struct pipe_resource *cbuf;
60   struct pipe_shader_state fs_state;
61   void *fs;
62};
63
64struct shader * shader_create(struct vg_context *ctx)
65{
66   struct shader *shader = 0;
67
68   shader = CALLOC_STRUCT(shader);
69   shader->context = ctx;
70
71   return shader;
72}
73
74void shader_destroy(struct shader *shader)
75{
76   FREE(shader);
77}
78
79void shader_set_color_transform(struct shader *shader, VGboolean set)
80{
81   shader->color_transform = set;
82}
83
84void shader_set_masking(struct shader *shader, VGboolean set)
85{
86   shader->masking = set;
87}
88
89VGboolean shader_is_masking(struct shader *shader)
90{
91   return shader->masking;
92}
93
94void shader_set_paint(struct shader *shader, struct vg_paint *paint)
95{
96   shader->paint = paint;
97}
98
99struct vg_paint * shader_paint(struct shader *shader)
100{
101   return shader->paint;
102}
103
104static VGint setup_constant_buffer(struct shader *shader)
105{
106   const struct vg_state *state = &shader->context->state.vg;
107   VGint param_bytes = paint_constant_buffer_size(shader->paint);
108   VGint i;
109
110   param_bytes += sizeof(VGfloat) * 8;
111   assert(param_bytes <= sizeof(shader->constants));
112
113   if (state->color_transform) {
114      for (i = 0; i < 8; i++) {
115         VGfloat val = (i < 4) ? 127.0f : 1.0f;
116         shader->constants[i] =
117            CLAMP(state->color_transform_values[i], -val, val);
118      }
119   }
120   else {
121      memset(shader->constants, 0, sizeof(VGfloat) * 8);
122   }
123
124   paint_fill_constant_buffer(shader->paint,
125         &shader->paint_matrix, shader->constants + 8);
126
127   return param_bytes;
128}
129
130static VGboolean blend_use_shader(struct vg_context *ctx)
131{
132   VGboolean advanced_blending;
133
134   switch (ctx->state.vg.blend_mode) {
135   case VG_BLEND_SRC_OVER:
136      advanced_blending =
137         util_format_has_alpha(ctx->draw_buffer->strb->format);
138      break;
139   case VG_BLEND_DST_OVER:
140   case VG_BLEND_MULTIPLY:
141   case VG_BLEND_SCREEN:
142   case VG_BLEND_DARKEN:
143   case VG_BLEND_LIGHTEN:
144   case VG_BLEND_ADDITIVE:
145      advanced_blending = VG_TRUE;
146      break;
147   default:
148      advanced_blending = VG_FALSE;
149      break;
150   }
151
152   return advanced_blending;
153}
154
155static VGint blend_bind_samplers(struct vg_context *ctx,
156                                 struct pipe_sampler_state **samplers,
157                                 struct pipe_sampler_view **sampler_views)
158{
159   if (blend_use_shader(ctx)) {
160      samplers[2] = &ctx->blend_sampler;
161      sampler_views[2] = vg_prepare_blend_surface(ctx);
162
163      if (!samplers[0] || !sampler_views[0]) {
164         samplers[0] = samplers[2];
165         sampler_views[0] = sampler_views[2];
166      }
167      if (!samplers[1] || !sampler_views[1]) {
168         samplers[1] = samplers[0];
169         sampler_views[1] = sampler_views[0];
170      }
171
172      return 1;
173   }
174   return 0;
175}
176
177static VGint setup_samplers(struct shader *shader,
178                            struct pipe_sampler_state **samplers,
179                            struct pipe_sampler_view **sampler_views)
180{
181   struct vg_context *ctx = shader->context;
182   /* a little wonky: we use the num as a boolean that just says
183    * whether any sampler/textures have been set. the actual numbering
184    * for samplers is always the same:
185    * 0 - paint sampler/texture for gradient/pattern
186    * 1 - mask sampler/texture
187    * 2 - blend sampler/texture
188    * 3 - image sampler/texture
189    * */
190   VGint num = 0;
191
192   samplers[0] = NULL;
193   samplers[1] = NULL;
194   samplers[2] = NULL;
195   samplers[3] = NULL;
196   sampler_views[0] = NULL;
197   sampler_views[1] = NULL;
198   sampler_views[2] = NULL;
199   sampler_views[3] = NULL;
200
201   num += paint_bind_samplers(shader->paint, samplers, sampler_views);
202   num += mask_bind_samplers(samplers, sampler_views);
203   num += blend_bind_samplers(ctx, samplers, sampler_views);
204   if (shader->drawing_image && shader->image)
205      num += image_bind_samplers(shader->image, samplers, sampler_views);
206
207   return (num) ? 4 : 0;
208}
209
210static INLINE VGboolean is_format_bw(struct shader *shader)
211{
212#if 0
213   struct vg_context *ctx = shader->context;
214   struct st_framebuffer *stfb = ctx->draw_buffer;
215#endif
216
217   if (shader->drawing_image && shader->image) {
218      if (shader->image->format == VG_BW_1)
219         return VG_TRUE;
220   }
221
222   return VG_FALSE;
223}
224
225static void setup_shader_program(struct shader *shader)
226{
227   struct vg_context *ctx = shader->context;
228   VGint shader_id = 0;
229   VGBlendMode blend_mode = ctx->state.vg.blend_mode;
230   VGboolean black_white = is_format_bw(shader);
231
232   /* 1st stage: fill */
233   if (!shader->drawing_image ||
234       (shader->image_mode == VG_DRAW_IMAGE_MULTIPLY || shader->image_mode == VG_DRAW_IMAGE_STENCIL)) {
235      switch(paint_type(shader->paint)) {
236      case VG_PAINT_TYPE_COLOR:
237         shader_id |= VEGA_SOLID_FILL_SHADER;
238         break;
239      case VG_PAINT_TYPE_LINEAR_GRADIENT:
240         shader_id |= VEGA_LINEAR_GRADIENT_SHADER;
241         break;
242      case VG_PAINT_TYPE_RADIAL_GRADIENT:
243         shader_id |= VEGA_RADIAL_GRADIENT_SHADER;
244         break;
245      case VG_PAINT_TYPE_PATTERN:
246         shader_id |= VEGA_PATTERN_SHADER;
247         break;
248
249      default:
250         abort();
251      }
252
253      if (paint_is_degenerate(shader->paint))
254         shader_id = VEGA_PAINT_DEGENERATE_SHADER;
255   }
256
257   /* second stage image */
258   if (shader->drawing_image) {
259      switch(shader->image_mode) {
260      case VG_DRAW_IMAGE_NORMAL:
261         shader_id |= VEGA_IMAGE_NORMAL_SHADER;
262         break;
263      case VG_DRAW_IMAGE_MULTIPLY:
264         shader_id |= VEGA_IMAGE_MULTIPLY_SHADER;
265         break;
266      case VG_DRAW_IMAGE_STENCIL:
267         shader_id |= VEGA_IMAGE_STENCIL_SHADER;
268         break;
269      default:
270         debug_printf("Unknown image mode!");
271      }
272   }
273
274   if (shader->color_transform)
275      shader_id |= VEGA_COLOR_TRANSFORM_SHADER;
276
277   if (blend_use_shader(ctx)) {
278      if (shader->drawing_image && shader->image_mode == VG_DRAW_IMAGE_STENCIL)
279         shader_id |= VEGA_ALPHA_PER_CHANNEL_SHADER;
280      else
281         shader_id |= VEGA_ALPHA_NORMAL_SHADER;
282
283      switch(blend_mode) {
284      case VG_BLEND_SRC:
285         shader_id |= VEGA_BLEND_SRC_SHADER;
286         break;
287      case VG_BLEND_SRC_OVER:
288         shader_id |= VEGA_BLEND_SRC_OVER_SHADER;
289         break;
290      case VG_BLEND_DST_OVER:
291         shader_id |= VEGA_BLEND_DST_OVER_SHADER;
292         break;
293      case VG_BLEND_SRC_IN:
294         shader_id |= VEGA_BLEND_SRC_IN_SHADER;
295         break;
296      case VG_BLEND_DST_IN:
297         shader_id |= VEGA_BLEND_DST_IN_SHADER;
298         break;
299      case VG_BLEND_MULTIPLY:
300         shader_id |= VEGA_BLEND_MULTIPLY_SHADER;
301         break;
302      case VG_BLEND_SCREEN:
303         shader_id |= VEGA_BLEND_SCREEN_SHADER;
304         break;
305      case VG_BLEND_DARKEN:
306         shader_id |= VEGA_BLEND_DARKEN_SHADER;
307         break;
308      case VG_BLEND_LIGHTEN:
309         shader_id |= VEGA_BLEND_LIGHTEN_SHADER;
310         break;
311      case VG_BLEND_ADDITIVE:
312         shader_id |= VEGA_BLEND_ADDITIVE_SHADER;
313         break;
314      default:
315         assert(0);
316         break;
317      }
318   }
319   else {
320      /* update alpha of the source */
321      if (shader->drawing_image && shader->image_mode == VG_DRAW_IMAGE_STENCIL)
322         shader_id |= VEGA_ALPHA_PER_CHANNEL_SHADER;
323   }
324
325   if (shader->masking)
326      shader_id |= VEGA_MASK_SHADER;
327
328   if (black_white)
329      shader_id |= VEGA_BW_SHADER;
330
331   shader->fs = shaders_cache_fill(ctx->sc, shader_id);
332}
333
334
335void shader_bind(struct shader *shader)
336{
337   struct vg_context *ctx = shader->context;
338   struct pipe_sampler_state *samplers[PIPE_MAX_SAMPLERS];
339   struct pipe_sampler_view *sampler_views[PIPE_MAX_SAMPLERS];
340   VGint num_samplers, param_bytes;
341
342   /* first resolve the real paint type */
343   paint_resolve_type(shader->paint);
344
345   num_samplers = setup_samplers(shader, samplers, sampler_views);
346   param_bytes = setup_constant_buffer(shader);
347   setup_shader_program(shader);
348
349   renderer_validate_for_shader(ctx->renderer,
350         (const struct pipe_sampler_state **) samplers,
351         sampler_views, num_samplers,
352         &shader->modelview,
353         shader->fs, (const void *) shader->constants, param_bytes);
354}
355
356void shader_set_image_mode(struct shader *shader, VGImageMode image_mode)
357{
358   shader->image_mode = image_mode;
359}
360
361VGImageMode shader_image_mode(struct shader *shader)
362{
363   return shader->image_mode;
364}
365
366void shader_set_drawing_image(struct shader *shader, VGboolean drawing_image)
367{
368   shader->drawing_image = drawing_image;
369}
370
371VGboolean shader_drawing_image(struct shader *shader)
372{
373   return shader->drawing_image;
374}
375
376void shader_set_image(struct shader *shader, struct vg_image *img)
377{
378   shader->image = img;
379}
380
381/**
382 * Set the transformation to map a vertex to the surface coordinates.
383 */
384void shader_set_surface_matrix(struct shader *shader,
385                               const struct matrix *mat)
386{
387   shader->modelview = *mat;
388}
389
390/**
391 * Set the transformation to map a pixel to the paint coordinates.
392 */
393void shader_set_paint_matrix(struct shader *shader, const struct matrix *mat)
394{
395   const struct st_framebuffer *stfb = shader->context->draw_buffer;
396   const VGfloat px_center_offset = 0.5f;
397
398   memcpy(&shader->paint_matrix, mat, sizeof(*mat));
399
400   /* make it window-to-paint for the shaders */
401   matrix_translate(&shader->paint_matrix, px_center_offset,
402         stfb->height - 1.0f + px_center_offset);
403   matrix_scale(&shader->paint_matrix, 1.0f, -1.0f);
404}
405