shader.c revision b06de80843e7d096bed4ae03ddc5e2842f1876af
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_screen.h"
38#include "pipe/p_state.h"
39#include "util/u_inlines.h"
40#include "util/u_memory.h"
41#include "util/u_math.h"
42
43#define MAX_CONSTANTS 28
44
45struct shader {
46   struct vg_context *context;
47
48   VGboolean color_transform;
49   VGboolean masking;
50   struct vg_paint *paint;
51   struct vg_image *image;
52
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 VGint blend_bind_samplers(struct vg_context *ctx,
131                                 struct pipe_sampler_state **samplers,
132                                 struct pipe_sampler_view **sampler_views)
133{
134   VGBlendMode bmode = ctx->state.vg.blend_mode;
135
136   if (bmode == VG_BLEND_MULTIPLY ||
137       bmode == VG_BLEND_SCREEN ||
138       bmode == VG_BLEND_DARKEN ||
139       bmode == VG_BLEND_LIGHTEN) {
140      struct st_framebuffer *stfb = ctx->draw_buffer;
141
142      vg_prepare_blend_surface(ctx);
143
144      samplers[2] = &ctx->blend_sampler;
145      sampler_views[2] = stfb->blend_texture_view;
146
147      if (!samplers[0] || !sampler_views[0]) {
148         samplers[0] = samplers[2];
149         sampler_views[0] = sampler_views[2];
150      }
151      if (!samplers[1] || !sampler_views[1]) {
152         samplers[1] = samplers[0];
153         sampler_views[1] = sampler_views[0];
154      }
155
156      return 1;
157   }
158   return 0;
159}
160
161static VGint setup_samplers(struct shader *shader,
162                            struct pipe_sampler_state **samplers,
163                            struct pipe_sampler_view **sampler_views)
164{
165   struct vg_context *ctx = shader->context;
166   /* a little wonky: we use the num as a boolean that just says
167    * whether any sampler/textures have been set. the actual numbering
168    * for samplers is always the same:
169    * 0 - paint sampler/texture for gradient/pattern
170    * 1 - mask sampler/texture
171    * 2 - blend sampler/texture
172    * 3 - image sampler/texture
173    * */
174   VGint num = 0;
175
176   samplers[0] = NULL;
177   samplers[1] = NULL;
178   samplers[2] = NULL;
179   samplers[3] = NULL;
180   sampler_views[0] = NULL;
181   sampler_views[1] = NULL;
182   sampler_views[2] = NULL;
183   sampler_views[3] = NULL;
184
185   num += paint_bind_samplers(shader->paint, samplers, sampler_views);
186   num += mask_bind_samplers(samplers, sampler_views);
187   num += blend_bind_samplers(ctx, samplers, sampler_views);
188   if (shader->drawing_image && shader->image)
189      num += image_bind_samplers(shader->image, samplers, sampler_views);
190
191   return (num) ? 4 : 0;
192}
193
194static INLINE VGboolean is_format_bw(struct shader *shader)
195{
196#if 0
197   struct vg_context *ctx = shader->context;
198   struct st_framebuffer *stfb = ctx->draw_buffer;
199#endif
200
201   if (shader->drawing_image && shader->image) {
202      if (shader->image->format == VG_BW_1)
203         return VG_TRUE;
204   }
205
206   return VG_FALSE;
207}
208
209static void setup_shader_program(struct shader *shader)
210{
211   struct vg_context *ctx = shader->context;
212   VGint shader_id = 0;
213   VGBlendMode blend_mode = ctx->state.vg.blend_mode;
214   VGboolean black_white = is_format_bw(shader);
215
216   /* 1st stage: fill */
217   if (!shader->drawing_image ||
218       (shader->image_mode == VG_DRAW_IMAGE_MULTIPLY || shader->image_mode == VG_DRAW_IMAGE_STENCIL)) {
219      switch(paint_type(shader->paint)) {
220      case VG_PAINT_TYPE_COLOR:
221         shader_id |= VEGA_SOLID_FILL_SHADER;
222         break;
223      case VG_PAINT_TYPE_LINEAR_GRADIENT:
224         shader_id |= VEGA_LINEAR_GRADIENT_SHADER;
225         break;
226      case VG_PAINT_TYPE_RADIAL_GRADIENT:
227         shader_id |= VEGA_RADIAL_GRADIENT_SHADER;
228         break;
229      case VG_PAINT_TYPE_PATTERN:
230         shader_id |= VEGA_PATTERN_SHADER;
231         break;
232
233      default:
234         abort();
235      }
236   }
237
238   /* second stage image */
239   if (shader->drawing_image) {
240      switch(shader->image_mode) {
241      case VG_DRAW_IMAGE_NORMAL:
242         shader_id |= VEGA_IMAGE_NORMAL_SHADER;
243         break;
244      case VG_DRAW_IMAGE_MULTIPLY:
245         shader_id |= VEGA_IMAGE_MULTIPLY_SHADER;
246         break;
247      case VG_DRAW_IMAGE_STENCIL:
248         shader_id |= VEGA_IMAGE_STENCIL_SHADER;
249         break;
250      default:
251         debug_printf("Unknown image mode!");
252      }
253   }
254
255   if (shader->color_transform)
256      shader_id |= VEGA_COLOR_TRANSFORM_SHADER;
257
258   if (shader->masking)
259      shader_id |= VEGA_MASK_SHADER;
260
261   switch(blend_mode) {
262   case VG_BLEND_MULTIPLY:
263      shader_id |= VEGA_BLEND_MULTIPLY_SHADER;
264      break;
265   case VG_BLEND_SCREEN:
266      shader_id |= VEGA_BLEND_SCREEN_SHADER;
267      break;
268   case VG_BLEND_DARKEN:
269      shader_id |= VEGA_BLEND_DARKEN_SHADER;
270      break;
271   case VG_BLEND_LIGHTEN:
272      shader_id |= VEGA_BLEND_LIGHTEN_SHADER;
273      break;
274   default:
275      /* handled by pipe_blend_state */
276      break;
277   }
278
279   if (black_white)
280      shader_id |= VEGA_BW_SHADER;
281
282   shader->fs = shaders_cache_fill(ctx->sc, shader_id);
283}
284
285
286void shader_bind(struct shader *shader)
287{
288   struct vg_context *ctx = shader->context;
289   struct pipe_sampler_state *samplers[PIPE_MAX_SAMPLERS];
290   struct pipe_sampler_view *sampler_views[PIPE_MAX_SAMPLERS];
291   VGint num_samplers, param_bytes;
292
293   /* first resolve the real paint type */
294   paint_resolve_type(shader->paint);
295
296   num_samplers = setup_samplers(shader, samplers, sampler_views);
297   param_bytes = setup_constant_buffer(shader);
298   setup_shader_program(shader);
299
300   renderer_validate_for_shader(ctx->renderer,
301         (const struct pipe_sampler_state **) samplers,
302         sampler_views, num_samplers,
303         shader->fs, (const void *) shader->constants, param_bytes);
304}
305
306void shader_set_image_mode(struct shader *shader, VGImageMode image_mode)
307{
308   shader->image_mode = image_mode;
309}
310
311VGImageMode shader_image_mode(struct shader *shader)
312{
313   return shader->image_mode;
314}
315
316void shader_set_drawing_image(struct shader *shader, VGboolean drawing_image)
317{
318   shader->drawing_image = drawing_image;
319}
320
321VGboolean shader_drawing_image(struct shader *shader)
322{
323   return shader->drawing_image;
324}
325
326void shader_set_image(struct shader *shader, struct vg_image *img)
327{
328   shader->image = img;
329}
330
331/**
332 * Set the transformation to map a pixel to the paint coordinates.
333 */
334void shader_set_paint_matrix(struct shader *shader, const struct matrix *mat)
335{
336   const struct st_framebuffer *stfb = shader->context->draw_buffer;
337   const VGfloat px_center_offset = 0.5f;
338
339   memcpy(&shader->paint_matrix, mat, sizeof(*mat));
340
341   /* make it window-to-paint for the shaders */
342   matrix_translate(&shader->paint_matrix, px_center_offset,
343         stfb->height - 1.0f + px_center_offset);
344   matrix_scale(&shader->paint_matrix, 1.0f, -1.0f);
345}
346