shader.c revision e8ff3931f801dffdfd54832c298351e933688235
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 modelview;
54   struct matrix paint_matrix;
55
56   VGboolean drawing_image;
57   VGImageMode image_mode;
58
59   float constants[MAX_CONSTANTS];
60   struct pipe_resource *cbuf;
61   struct pipe_shader_state fs_state;
62   void *fs;
63};
64
65struct shader * shader_create(struct vg_context *ctx)
66{
67   struct shader *shader = 0;
68
69   shader = CALLOC_STRUCT(shader);
70   shader->context = ctx;
71
72   return shader;
73}
74
75void shader_destroy(struct shader *shader)
76{
77   FREE(shader);
78}
79
80void shader_set_color_transform(struct shader *shader, VGboolean set)
81{
82   shader->color_transform = set;
83}
84
85void shader_set_masking(struct shader *shader, VGboolean set)
86{
87   shader->masking = set;
88}
89
90VGboolean shader_is_masking(struct shader *shader)
91{
92   return shader->masking;
93}
94
95void shader_set_paint(struct shader *shader, struct vg_paint *paint)
96{
97   shader->paint = paint;
98}
99
100struct vg_paint * shader_paint(struct shader *shader)
101{
102   return shader->paint;
103}
104
105static VGint setup_constant_buffer(struct shader *shader)
106{
107   const struct vg_state *state = &shader->context->state.vg;
108   VGint param_bytes = paint_constant_buffer_size(shader->paint);
109   VGint i;
110
111   param_bytes += sizeof(VGfloat) * 8;
112   assert(param_bytes <= sizeof(shader->constants));
113
114   if (state->color_transform) {
115      for (i = 0; i < 8; i++) {
116         VGfloat val = (i < 4) ? 127.0f : 1.0f;
117         shader->constants[i] =
118            CLAMP(state->color_transform_values[i], -val, val);
119      }
120   }
121   else {
122      memset(shader->constants, 0, sizeof(VGfloat) * 8);
123   }
124
125   paint_fill_constant_buffer(shader->paint,
126         &shader->paint_matrix, shader->constants + 8);
127
128   return param_bytes;
129}
130
131static VGint blend_bind_samplers(struct vg_context *ctx,
132                                 struct pipe_sampler_state **samplers,
133                                 struct pipe_sampler_view **sampler_views)
134{
135   VGBlendMode bmode = ctx->state.vg.blend_mode;
136
137   if (bmode == VG_BLEND_MULTIPLY ||
138       bmode == VG_BLEND_SCREEN ||
139       bmode == VG_BLEND_DARKEN ||
140       bmode == VG_BLEND_LIGHTEN) {
141      samplers[2] = &ctx->blend_sampler;
142      sampler_views[2] = vg_prepare_blend_surface(ctx);
143
144      if (!samplers[0] || !sampler_views[0]) {
145         samplers[0] = samplers[2];
146         sampler_views[0] = sampler_views[2];
147      }
148      if (!samplers[1] || !sampler_views[1]) {
149         samplers[1] = samplers[0];
150         sampler_views[1] = sampler_views[0];
151      }
152
153      return 1;
154   }
155   return 0;
156}
157
158static VGint setup_samplers(struct shader *shader,
159                            struct pipe_sampler_state **samplers,
160                            struct pipe_sampler_view **sampler_views)
161{
162   struct vg_context *ctx = shader->context;
163   /* a little wonky: we use the num as a boolean that just says
164    * whether any sampler/textures have been set. the actual numbering
165    * for samplers is always the same:
166    * 0 - paint sampler/texture for gradient/pattern
167    * 1 - mask sampler/texture
168    * 2 - blend sampler/texture
169    * 3 - image sampler/texture
170    * */
171   VGint num = 0;
172
173   samplers[0] = NULL;
174   samplers[1] = NULL;
175   samplers[2] = NULL;
176   samplers[3] = NULL;
177   sampler_views[0] = NULL;
178   sampler_views[1] = NULL;
179   sampler_views[2] = NULL;
180   sampler_views[3] = NULL;
181
182   num += paint_bind_samplers(shader->paint, samplers, sampler_views);
183   num += mask_bind_samplers(samplers, sampler_views);
184   num += blend_bind_samplers(ctx, samplers, sampler_views);
185   if (shader->drawing_image && shader->image)
186      num += image_bind_samplers(shader->image, samplers, sampler_views);
187
188   return (num) ? 4 : 0;
189}
190
191static INLINE VGboolean is_format_bw(struct shader *shader)
192{
193#if 0
194   struct vg_context *ctx = shader->context;
195   struct st_framebuffer *stfb = ctx->draw_buffer;
196#endif
197
198   if (shader->drawing_image && shader->image) {
199      if (shader->image->format == VG_BW_1)
200         return VG_TRUE;
201   }
202
203   return VG_FALSE;
204}
205
206static void setup_shader_program(struct shader *shader)
207{
208   struct vg_context *ctx = shader->context;
209   VGint shader_id = 0;
210   VGBlendMode blend_mode = ctx->state.vg.blend_mode;
211   VGboolean black_white = is_format_bw(shader);
212   VGboolean advanced_blend;
213
214   /* 1st stage: fill */
215   if (!shader->drawing_image ||
216       (shader->image_mode == VG_DRAW_IMAGE_MULTIPLY || shader->image_mode == VG_DRAW_IMAGE_STENCIL)) {
217      switch(paint_type(shader->paint)) {
218      case VG_PAINT_TYPE_COLOR:
219         shader_id |= VEGA_SOLID_FILL_SHADER;
220         break;
221      case VG_PAINT_TYPE_LINEAR_GRADIENT:
222         shader_id |= VEGA_LINEAR_GRADIENT_SHADER;
223         break;
224      case VG_PAINT_TYPE_RADIAL_GRADIENT:
225         shader_id |= VEGA_RADIAL_GRADIENT_SHADER;
226         break;
227      case VG_PAINT_TYPE_PATTERN:
228         shader_id |= VEGA_PATTERN_SHADER;
229         break;
230
231      default:
232         abort();
233      }
234
235      if (paint_is_degenerate(shader->paint))
236         shader_id = VEGA_PAINT_DEGENERATE_SHADER;
237   }
238
239   /* second stage image */
240   if (shader->drawing_image) {
241      switch(shader->image_mode) {
242      case VG_DRAW_IMAGE_NORMAL:
243         shader_id |= VEGA_IMAGE_NORMAL_SHADER;
244         break;
245      case VG_DRAW_IMAGE_MULTIPLY:
246         shader_id |= VEGA_IMAGE_MULTIPLY_SHADER;
247         break;
248      case VG_DRAW_IMAGE_STENCIL:
249         shader_id |= VEGA_IMAGE_STENCIL_SHADER;
250         break;
251      default:
252         debug_printf("Unknown image mode!");
253      }
254   }
255
256   if (shader->color_transform)
257      shader_id |= VEGA_COLOR_TRANSFORM_SHADER;
258
259   switch(blend_mode) {
260   case VG_BLEND_MULTIPLY:
261   case VG_BLEND_SCREEN:
262   case VG_BLEND_DARKEN:
263   case VG_BLEND_LIGHTEN:
264      advanced_blend = VG_TRUE;
265      break;
266   default:
267      /* handled by pipe_blend_state */
268      advanced_blend = VG_FALSE;
269      break;
270   }
271
272   if (advanced_blend) {
273      if (shader->drawing_image && shader->image_mode == VG_DRAW_IMAGE_STENCIL)
274         shader_id |= VEGA_ALPHA_PER_CHANNEL_SHADER;
275      else
276         shader_id |= VEGA_ALPHA_NORMAL_SHADER;
277
278      switch(blend_mode) {
279      case VG_BLEND_MULTIPLY:
280         shader_id |= VEGA_BLEND_MULTIPLY_SHADER;
281         break;
282      case VG_BLEND_SCREEN:
283         shader_id |= VEGA_BLEND_SCREEN_SHADER;
284         break;
285      case VG_BLEND_DARKEN:
286         shader_id |= VEGA_BLEND_DARKEN_SHADER;
287         break;
288      case VG_BLEND_LIGHTEN:
289         shader_id |= VEGA_BLEND_LIGHTEN_SHADER;
290         break;
291      default:
292         assert(0);
293         break;
294      }
295   }
296   else {
297      /* update alpha of the source */
298      if (shader->drawing_image && shader->image_mode == VG_DRAW_IMAGE_STENCIL)
299         shader_id |= VEGA_ALPHA_PER_CHANNEL_SHADER;
300   }
301
302   if (shader->masking)
303      shader_id |= VEGA_MASK_SHADER;
304
305   if (black_white)
306      shader_id |= VEGA_BW_SHADER;
307
308   shader->fs = shaders_cache_fill(ctx->sc, shader_id);
309}
310
311
312void shader_bind(struct shader *shader)
313{
314   struct vg_context *ctx = shader->context;
315   struct pipe_sampler_state *samplers[PIPE_MAX_SAMPLERS];
316   struct pipe_sampler_view *sampler_views[PIPE_MAX_SAMPLERS];
317   VGint num_samplers, param_bytes;
318
319   /* first resolve the real paint type */
320   paint_resolve_type(shader->paint);
321
322   num_samplers = setup_samplers(shader, samplers, sampler_views);
323   param_bytes = setup_constant_buffer(shader);
324   setup_shader_program(shader);
325
326   renderer_validate_for_shader(ctx->renderer,
327         (const struct pipe_sampler_state **) samplers,
328         sampler_views, num_samplers,
329         &shader->modelview,
330         shader->fs, (const void *) shader->constants, param_bytes);
331}
332
333void shader_set_image_mode(struct shader *shader, VGImageMode image_mode)
334{
335   shader->image_mode = image_mode;
336}
337
338VGImageMode shader_image_mode(struct shader *shader)
339{
340   return shader->image_mode;
341}
342
343void shader_set_drawing_image(struct shader *shader, VGboolean drawing_image)
344{
345   shader->drawing_image = drawing_image;
346}
347
348VGboolean shader_drawing_image(struct shader *shader)
349{
350   return shader->drawing_image;
351}
352
353void shader_set_image(struct shader *shader, struct vg_image *img)
354{
355   shader->image = img;
356}
357
358/**
359 * Set the transformation to map a vertex to the surface coordinates.
360 */
361void shader_set_surface_matrix(struct shader *shader,
362                               const struct matrix *mat)
363{
364   shader->modelview = *mat;
365}
366
367/**
368 * Set the transformation to map a pixel to the paint coordinates.
369 */
370void shader_set_paint_matrix(struct shader *shader, const struct matrix *mat)
371{
372   const struct st_framebuffer *stfb = shader->context->draw_buffer;
373   const VGfloat px_center_offset = 0.5f;
374
375   memcpy(&shader->paint_matrix, mat, sizeof(*mat));
376
377   /* make it window-to-paint for the shaders */
378   matrix_translate(&shader->paint_matrix, px_center_offset,
379         stfb->height - 1.0f + px_center_offset);
380   matrix_scale(&shader->paint_matrix, 1.0f, -1.0f);
381}
382