st/vega: More flexible shader selection.

Divide bits of VegaShaderType into 6 groups: paint, image, mask, fill,
premultiply, and bw.  Each group represents a stage.  At most one shader
from each group will be selected when constructing the final fragment
shader.
This commit is contained in:
Chia-I Wu
2010-11-29 19:15:03 +08:00
parent 30cab4b6cb
commit 213e288e78
3 changed files with 130 additions and 107 deletions
+20 -9
View File
@@ -410,8 +410,8 @@ struct shader_asm_info {
};
static const struct shader_asm_info shaders_asm[] = {
/* fills */
/* paint types */
static const struct shader_asm_info shaders_paint_asm[] = {
{VEGA_SOLID_FILL_SHADER, solid_fill,
VG_FALSE, 0, 1, 0, 0, 0, 0},
{VEGA_LINEAR_GRADIENT_SHADER, linear_grad,
@@ -419,20 +419,26 @@ static const struct shader_asm_info shaders_asm[] = {
{VEGA_RADIAL_GRADIENT_SHADER, radial_grad,
VG_TRUE, 0, 5, 0, 1, 0, 6},
{VEGA_PATTERN_SHADER, pattern,
VG_TRUE, 1, 4, 0, 1, 0, 5},
VG_TRUE, 1, 4, 0, 1, 0, 5}
};
/* image draw modes */
/* image draw modes */
static const struct shader_asm_info shaders_image_asm[] = {
{VEGA_IMAGE_NORMAL_SHADER, image_normal,
VG_TRUE, 0, 0, 3, 1, 0, 0},
{VEGA_IMAGE_MULTIPLY_SHADER, image_multiply,
VG_TRUE, 0, 0, 3, 1, 0, 2},
{VEGA_IMAGE_STENCIL_SHADER, image_stencil,
VG_TRUE, 0, 0, 3, 1, 0, 2},
VG_TRUE, 0, 0, 3, 1, 0, 2}
};
static const struct shader_asm_info shaders_mask_asm[] = {
{VEGA_MASK_SHADER, mask,
VG_TRUE, 0, 0, 1, 1, 0, 2},
VG_TRUE, 0, 0, 1, 1, 0, 2}
};
/* extra blend modes */
/* extra blend modes */
static const struct shader_asm_info shaders_blend_asm[] = {
{VEGA_BLEND_MULTIPLY_SHADER, blend_multiply,
VG_TRUE, 1, 1, 2, 1, 0, 5},
{VEGA_BLEND_SCREEN_SHADER, blend_screen,
@@ -441,15 +447,20 @@ static const struct shader_asm_info shaders_asm[] = {
VG_TRUE, 1, 1, 2, 1, 0, 6},
{VEGA_BLEND_LIGHTEN_SHADER, blend_lighten,
VG_TRUE, 1, 1, 2, 1, 0, 6},
};
/* premultiply */
/* premultiply */
static const struct shader_asm_info shaders_premultiply_asm[] = {
{VEGA_PREMULTIPLY_SHADER, premultiply,
VG_FALSE, 0, 0, 0, 0, 0, 1},
{VEGA_UNPREMULTIPLY_SHADER, unpremultiply,
VG_FALSE, 0, 0, 0, 0, 0, 1},
};
/* color transform to black and white */
/* color transform to black and white */
static const struct shader_asm_info shaders_bw_asm[] = {
{VEGA_BW_SHADER, color_bw,
VG_FALSE, 1, 1, 0, 0, 0, 3},
};
#endif
+70 -83
View File
@@ -50,8 +50,8 @@
/* Essentially we construct an ubber-shader based on the state
* of the pipeline. The stages are:
* 1) Fill (mandatory, solid color/gradient/pattern/image draw)
* 2) Image composition (image mode multiply and stencil)
* 1) Paint generation (color/gradient/pattern)
* 2) Image composition (normal/multiply/stencil)
* 3) Mask
* 4) Extended blend (multiply/screen/darken/lighten)
* 5) Premultiply/Unpremultiply
@@ -86,13 +86,6 @@ static INLINE struct tgsi_token *tokens_from_assembly(const char *txt, int num_t
return tokens;
}
#define ALL_FILLS (VEGA_SOLID_FILL_SHADER | \
VEGA_LINEAR_GRADIENT_SHADER | \
VEGA_RADIAL_GRADIENT_SHADER | \
VEGA_PATTERN_SHADER | \
VEGA_IMAGE_NORMAL_SHADER)
/*
static const char max_shader_preamble[] =
"FRAG\n"
@@ -257,98 +250,92 @@ create_shader(struct pipe_context *pipe,
int id,
struct pipe_shader_state *shader)
{
int idx = 0;
int idx = 0, sh;
const struct shader_asm_info * shaders[SHADER_STAGES];
/* the shader has to have a fill */
debug_assert(id & ALL_FILLS);
/* first stage */
if (id & VEGA_SOLID_FILL_SHADER) {
debug_assert(idx == 0);
shaders[idx] = &shaders_asm[0];
debug_assert(shaders_asm[0].id == VEGA_SOLID_FILL_SHADER);
++idx;
}
if ((id & VEGA_LINEAR_GRADIENT_SHADER)) {
debug_assert(idx == 0);
shaders[idx] = &shaders_asm[1];
debug_assert(shaders_asm[1].id == VEGA_LINEAR_GRADIENT_SHADER);
++idx;
}
if ((id & VEGA_RADIAL_GRADIENT_SHADER)) {
debug_assert(idx == 0);
shaders[idx] = &shaders_asm[2];
debug_assert(shaders_asm[2].id == VEGA_RADIAL_GRADIENT_SHADER);
++idx;
}
if ((id & VEGA_PATTERN_SHADER)) {
debug_assert(idx == 0);
debug_assert(shaders_asm[3].id == VEGA_PATTERN_SHADER);
shaders[idx] = &shaders_asm[3];
++idx;
}
if ((id & VEGA_IMAGE_NORMAL_SHADER)) {
debug_assert(idx == 0);
debug_assert(shaders_asm[4].id == VEGA_IMAGE_NORMAL_SHADER);
shaders[idx] = &shaders_asm[4];
++idx;
sh = SHADERS_GET_PAINT_SHADER(id);
switch (sh << SHADERS_PAINT_SHIFT) {
case VEGA_SOLID_FILL_SHADER:
case VEGA_LINEAR_GRADIENT_SHADER:
case VEGA_RADIAL_GRADIENT_SHADER:
case VEGA_PATTERN_SHADER:
shaders[idx] = &shaders_paint_asm[(sh >> SHADERS_PAINT_SHIFT) - 1];
assert(shaders[idx]->id == sh);
idx++;
break;
default:
break;
}
/* second stage */
if ((id & VEGA_IMAGE_MULTIPLY_SHADER)) {
debug_assert(shaders_asm[5].id == VEGA_IMAGE_MULTIPLY_SHADER);
shaders[idx] = &shaders_asm[5];
++idx;
} else if ((id & VEGA_IMAGE_STENCIL_SHADER)) {
debug_assert(shaders_asm[6].id == VEGA_IMAGE_STENCIL_SHADER);
shaders[idx] = &shaders_asm[6];
++idx;
sh = SHADERS_GET_IMAGE_SHADER(id);
switch (sh) {
case VEGA_IMAGE_NORMAL_SHADER:
case VEGA_IMAGE_MULTIPLY_SHADER:
case VEGA_IMAGE_STENCIL_SHADER:
shaders[idx] = &shaders_image_asm[(sh >> SHADERS_IMAGE_SHIFT) - 1];
assert(shaders[idx]->id == sh);
idx++;
break;
default:
break;
}
/* sanity check */
assert(idx == ((!sh || sh == VEGA_IMAGE_NORMAL_SHADER) ? 1 : 2));
/* third stage */
if ((id & VEGA_MASK_SHADER)) {
debug_assert(idx == 1);
debug_assert(shaders_asm[7].id == VEGA_MASK_SHADER);
shaders[idx] = &shaders_asm[7];
++idx;
sh = SHADERS_GET_MASK_SHADER(id);
switch (sh) {
case VEGA_MASK_SHADER:
shaders[idx] = &shaders_mask_asm[(sh >> SHADERS_MASK_SHIFT) - 1];
assert(shaders[idx]->id == sh);
idx++;
break;
default:
break;
}
/* fourth stage */
if ((id & VEGA_BLEND_MULTIPLY_SHADER)) {
debug_assert(shaders_asm[8].id == VEGA_BLEND_MULTIPLY_SHADER);
shaders[idx] = &shaders_asm[8];
++idx;
} else if ((id & VEGA_BLEND_SCREEN_SHADER)) {
debug_assert(shaders_asm[9].id == VEGA_BLEND_SCREEN_SHADER);
shaders[idx] = &shaders_asm[9];
++idx;
} else if ((id & VEGA_BLEND_DARKEN_SHADER)) {
debug_assert(shaders_asm[10].id == VEGA_BLEND_DARKEN_SHADER);
shaders[idx] = &shaders_asm[10];
++idx;
} else if ((id & VEGA_BLEND_LIGHTEN_SHADER)) {
debug_assert(shaders_asm[11].id == VEGA_BLEND_LIGHTEN_SHADER);
shaders[idx] = &shaders_asm[11];
++idx;
sh = SHADERS_GET_BLEND_SHADER(id);
switch (sh) {
case VEGA_BLEND_MULTIPLY_SHADER:
case VEGA_BLEND_SCREEN_SHADER:
case VEGA_BLEND_DARKEN_SHADER:
case VEGA_BLEND_LIGHTEN_SHADER:
shaders[idx] = &shaders_blend_asm[(sh >> SHADERS_BLEND_SHIFT) - 1];
assert(shaders[idx]->id == sh);
idx++;
break;
default:
break;
}
/* fifth stage */
if ((id & VEGA_PREMULTIPLY_SHADER)) {
debug_assert(shaders_asm[12].id == VEGA_PREMULTIPLY_SHADER);
shaders[idx] = &shaders_asm[12];
++idx;
} else if ((id & VEGA_UNPREMULTIPLY_SHADER)) {
debug_assert(shaders_asm[13].id == VEGA_UNPREMULTIPLY_SHADER);
shaders[idx] = &shaders_asm[13];
++idx;
sh = SHADERS_GET_PREMULTIPLY_SHADER(id);
switch (sh) {
case VEGA_PREMULTIPLY_SHADER:
case VEGA_UNPREMULTIPLY_SHADER:
shaders[idx] = &shaders_premultiply_asm[
(sh >> SHADERS_PREMULTIPLY_SHIFT) - 1];
assert(shaders[idx]->id == sh);
idx++;
break;
default:
break;
}
/* sixth stage */
if ((id & VEGA_BW_SHADER)) {
debug_assert(shaders_asm[14].id == VEGA_BW_SHADER);
shaders[idx] = &shaders_asm[14];
++idx;
sh = SHADERS_GET_BW_SHADER(id);
switch (sh) {
case VEGA_BW_SHADER:
shaders[idx] = &shaders_bw_asm[(sh >> SHADERS_BW_SHIFT) - 1];
assert(shaders[idx]->id == sh);
idx++;
break;
default:
break;
}
return combine_shaders(shaders, idx, pipe, shader);
+40 -15
View File
@@ -33,26 +33,51 @@ struct pipe_context;
struct tgsi_token;
struct shaders_cache;
#define _SHADERS_PAINT_BITS 3
#define _SHADERS_IMAGE_BITS 2
#define _SHADERS_MASK_BITS 1
#define _SHADERS_BLEND_BITS 3
#define _SHADERS_PREMULTIPLY_BITS 2
#define _SHADERS_BW_BITS 1
#define SHADERS_PAINT_SHIFT (0)
#define SHADERS_IMAGE_SHIFT (SHADERS_PAINT_SHIFT + _SHADERS_PAINT_BITS)
#define SHADERS_MASK_SHIFT (SHADERS_IMAGE_SHIFT + _SHADERS_IMAGE_BITS)
#define SHADERS_BLEND_SHIFT (SHADERS_MASK_SHIFT + _SHADERS_MASK_BITS)
#define SHADERS_PREMULTIPLY_SHIFT (SHADERS_BLEND_SHIFT + _SHADERS_BLEND_BITS)
#define SHADERS_BW_SHIFT (SHADERS_PREMULTIPLY_SHIFT + _SHADERS_PREMULTIPLY_BITS)
#define _SHADERS_GET_STAGE(stage, id) \
((id) & (((1 << _SHADERS_ ## stage ## _BITS) - 1) << SHADERS_ ## stage ## _SHIFT))
#define SHADERS_GET_PAINT_SHADER(id) _SHADERS_GET_STAGE(PAINT, id)
#define SHADERS_GET_IMAGE_SHADER(id) _SHADERS_GET_STAGE(IMAGE, id)
#define SHADERS_GET_MASK_SHADER(id) _SHADERS_GET_STAGE(MASK, id)
#define SHADERS_GET_BLEND_SHADER(id) _SHADERS_GET_STAGE(BLEND, id)
#define SHADERS_GET_PREMULTIPLY_SHADER(id) _SHADERS_GET_STAGE(PREMULTIPLY, id)
#define SHADERS_GET_BW_SHADER(id) _SHADERS_GET_STAGE(BW, id)
enum VegaShaderType {
VEGA_SOLID_FILL_SHADER = 1 << 0,
VEGA_LINEAR_GRADIENT_SHADER = 1 << 1,
VEGA_RADIAL_GRADIENT_SHADER = 1 << 2,
VEGA_PATTERN_SHADER = 1 << 3,
VEGA_IMAGE_NORMAL_SHADER = 1 << 4,
VEGA_IMAGE_MULTIPLY_SHADER = 1 << 5,
VEGA_IMAGE_STENCIL_SHADER = 1 << 6,
VEGA_SOLID_FILL_SHADER = 1 << SHADERS_PAINT_SHIFT,
VEGA_LINEAR_GRADIENT_SHADER = 2 << SHADERS_PAINT_SHIFT,
VEGA_RADIAL_GRADIENT_SHADER = 3 << SHADERS_PAINT_SHIFT,
VEGA_PATTERN_SHADER = 4 << SHADERS_PAINT_SHIFT,
VEGA_MASK_SHADER = 1 << 7,
VEGA_IMAGE_NORMAL_SHADER = 1 << SHADERS_IMAGE_SHIFT,
VEGA_IMAGE_MULTIPLY_SHADER = 2 << SHADERS_IMAGE_SHIFT,
VEGA_IMAGE_STENCIL_SHADER = 3 << SHADERS_IMAGE_SHIFT,
VEGA_BLEND_MULTIPLY_SHADER = 1 << 8,
VEGA_BLEND_SCREEN_SHADER = 1 << 9,
VEGA_BLEND_DARKEN_SHADER = 1 << 10,
VEGA_BLEND_LIGHTEN_SHADER = 1 << 11,
VEGA_MASK_SHADER = 1 << SHADERS_MASK_SHIFT,
VEGA_PREMULTIPLY_SHADER = 1 << 12,
VEGA_UNPREMULTIPLY_SHADER = 1 << 13,
VEGA_BLEND_MULTIPLY_SHADER = 1 << SHADERS_BLEND_SHIFT,
VEGA_BLEND_SCREEN_SHADER = 2 << SHADERS_BLEND_SHIFT,
VEGA_BLEND_DARKEN_SHADER = 3 << SHADERS_BLEND_SHIFT,
VEGA_BLEND_LIGHTEN_SHADER = 4 << SHADERS_BLEND_SHIFT,
VEGA_BW_SHADER = 1 << 14
VEGA_PREMULTIPLY_SHADER = 1 << SHADERS_PREMULTIPLY_SHIFT,
VEGA_UNPREMULTIPLY_SHADER = 2 << SHADERS_PREMULTIPLY_SHIFT,
VEGA_BW_SHADER = 1 << SHADERS_BW_SHIFT
};
struct vg_shader {