[g3dvl] move z-coord generation for multiple render targets into vertex shader
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@@ -119,7 +119,17 @@ create_vert_shader(struct vl_idct *idct)
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ureg_MOV(shader, ureg_writemask(o_vpos, TGSI_WRITEMASK_ZW), vpos);
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ureg_MOV(shader, ureg_writemask(o_block, TGSI_WRITEMASK_XY), vrect);
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ureg_MOV(shader, ureg_writemask(o_block, TGSI_WRITEMASK_Z), ureg_imm1f(shader, 0.0f));
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ureg_MOV(shader, ureg_writemask(o_tex, TGSI_WRITEMASK_XY), ureg_src(t_vpos));
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#if NR_RENDER_TARGETS == 1
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ureg_MOV(shader, ureg_writemask(o_tex, TGSI_WRITEMASK_Z), ureg_imm1f(shader, 0.0f));
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#else
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ureg_MUL(shader, ureg_writemask(o_tex, TGSI_WRITEMASK_Z),
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ureg_scalar(vrect, TGSI_SWIZZLE_X),
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ureg_imm1f(shader, BLOCK_WIDTH / NR_RENDER_TARGETS));
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#endif
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ureg_MUL(shader, ureg_writemask(o_start, TGSI_WRITEMASK_XY), vpos, scale);
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ureg_release_temporary(shader, t_vpos);
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@@ -132,8 +142,8 @@ create_vert_shader(struct vl_idct *idct)
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static void
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fetch_four(struct ureg_program *shader, struct ureg_dst m[2],
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struct ureg_src tc, struct ureg_src sampler,
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struct ureg_src start, struct ureg_src block,
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bool right_side, bool transposed, float size)
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struct ureg_src start, bool right_side,
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bool transposed, float size)
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{
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struct ureg_dst t_tc;
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unsigned wm_start = (right_side == transposed) ? TGSI_WRITEMASK_X : TGSI_WRITEMASK_Y;
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@@ -155,15 +165,7 @@ fetch_four(struct ureg_program *shader, struct ureg_dst m[2],
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ureg_MOV(shader, ureg_writemask(t_tc, wm_start), ureg_scalar(start, TGSI_SWIZZLE_Y));
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ureg_MOV(shader, ureg_writemask(t_tc, wm_tc), ureg_scalar(tc, TGSI_SWIZZLE_X));
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}
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#if NR_RENDER_TARGETS == 1
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ureg_MOV(shader, ureg_writemask(t_tc, TGSI_WRITEMASK_Z), ureg_imm1f(shader, 0.0f));
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#else
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ureg_MUL(shader, ureg_writemask(t_tc, TGSI_WRITEMASK_Z),
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ureg_scalar(block, TGSI_SWIZZLE_X),
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ureg_imm1f(shader, 8.0f / NR_RENDER_TARGETS));
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ureg_FRC(shader, ureg_writemask(t_tc, TGSI_WRITEMASK_Z), ureg_src(t_tc));
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#endif
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ureg_FRC(shader, ureg_writemask(t_tc, TGSI_WRITEMASK_Z), tc);
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ureg_TEX(shader, m[0], TGSI_TEXTURE_3D, ureg_src(t_tc), sampler);
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ureg_ADD(shader, ureg_writemask(t_tc, wm_start), ureg_src(t_tc), ureg_imm1f(shader, 1.0f / size));
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@@ -221,8 +223,8 @@ create_transpose_frag_shader(struct vl_idct *idct)
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start[0] = ureg_imm1f(shader, 0.0f);
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start[1] = ureg_DECL_fs_input(shader, TGSI_SEMANTIC_GENERIC, VS_O_START, TGSI_INTERPOLATE_CONSTANT);
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fetch_four(shader, l, block, sampler[0], start[0], block, false, false, BLOCK_WIDTH / 4);
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fetch_four(shader, r, tex, sampler[1], start[1], block, true, false, idct->buffer_height / 4);
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fetch_four(shader, l, block, sampler[0], start[0], false, false, BLOCK_WIDTH / 4);
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fetch_four(shader, r, tex, sampler[1], start[1], true, false, idct->buffer_height / 4);
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fragment = ureg_DECL_output(shader, TGSI_SEMANTIC_COLOR, 0);
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@@ -280,18 +282,18 @@ create_matrix_frag_shader(struct vl_idct *idct)
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ureg_ADD(shader, ureg_writemask(t_tc, TGSI_WRITEMASK_Y),
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ureg_src(t_tc), ureg_imm1f(shader, 1.0f / idct->buffer_height));
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fetch_four(shader, l[i], ureg_src(t_tc), sampler[0], start[0], block, false, false, idct->buffer_width / 4);
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fetch_four(shader, l[i], ureg_src(t_tc), sampler[0], start[0], false, false, idct->buffer_width / 4);
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}
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for (i = 0; i < NR_RENDER_TARGETS; ++i) {
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#if NR_RENDER_TARGETS == 1
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fetch_four(shader, r, block, sampler[1], start[1], block, true, true, BLOCK_WIDTH / 4);
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fetch_four(shader, r, block, sampler[1], start[1], true, true, BLOCK_WIDTH / 4);
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#else
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ureg_ADD(shader, ureg_writemask(t_tc, TGSI_WRITEMASK_X),
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ureg_imm1f(shader, 1.0f / BLOCK_WIDTH * i),
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block);
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fetch_four(shader, r, ureg_src(t_tc), sampler[1], start[1], block, true, true, BLOCK_WIDTH / 4);
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fetch_four(shader, r, ureg_src(t_tc), sampler[1], start[1], true, true, BLOCK_WIDTH / 4);
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#endif
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for (j = 0; j < 4; ++j) {
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