gallium: use the utility pasthrough shaders

This avoids the Mesa->TGSI translation step.
This commit is contained in:
Brian 2008-03-20 09:13:51 -06:00
parent 6a9a3afcf9
commit 85e4ec6d11
4 changed files with 39 additions and 110 deletions

View File

@ -49,6 +49,7 @@
#include "pipe/p_defines.h"
#include "pipe/p_winsys.h"
#include "util/u_pack_color.h"
#include "util/u_simple_shaders.h"
#include "cso_cache/cso_context.h"
@ -57,6 +58,20 @@
#define TEST_DRAW_PASSTHROUGH 0
void
st_destroy_clear(struct st_context *st)
{
if (st->clear.fs) {
st->pipe->delete_fs_state(st->pipe, st->clear.fs);
st->clear.fs = NULL;
}
if (st->clear.vs) {
st->pipe->delete_vs_state(st->pipe, st->clear.vs);
st->clear.vs = NULL;
}
}
static GLboolean
is_depth_stencil_format(enum pipe_format pipeFormat)
{
@ -71,104 +86,6 @@ is_depth_stencil_format(enum pipe_format pipeFormat)
/**
* Create a simple fragment shader that just passes through the fragment color.
*/
static struct st_fragment_program *
make_frag_shader(struct st_context *st)
{
GLcontext *ctx = st->ctx;
struct st_fragment_program *stfp;
struct gl_program *p;
GLuint interpMode[16];
GLuint i;
/* XXX temporary */
for (i = 0; i < 16; i++)
interpMode[i] = TGSI_INTERPOLATE_LINEAR;
p = ctx->Driver.NewProgram(ctx, GL_FRAGMENT_PROGRAM_ARB, 0);
if (!p)
return NULL;
p->NumInstructions = 2;
p->Instructions = _mesa_alloc_instructions(2);
if (!p->Instructions) {
ctx->Driver.DeleteProgram(ctx, p);
return NULL;
}
_mesa_init_instructions(p->Instructions, 2);
/* MOV result.color, fragment.color; */
p->Instructions[0].Opcode = OPCODE_MOV;
p->Instructions[0].DstReg.File = PROGRAM_OUTPUT;
p->Instructions[0].DstReg.Index = FRAG_RESULT_COLR;
p->Instructions[0].SrcReg[0].File = PROGRAM_INPUT;
p->Instructions[0].SrcReg[0].Index = FRAG_ATTRIB_COL0;
/* END; */
p->Instructions[1].Opcode = OPCODE_END;
p->InputsRead = FRAG_BIT_COL0;
p->OutputsWritten = (1 << FRAG_RESULT_COLR);
stfp = (struct st_fragment_program *) p;
st_translate_fragment_program(st, stfp, NULL);
return stfp;
}
/**
* Create a simple vertex shader that just passes through the
* vertex position and color.
*/
static struct st_vertex_program *
make_vertex_shader(struct st_context *st)
{
GLcontext *ctx = st->ctx;
struct st_vertex_program *stvp;
struct gl_program *p;
p = ctx->Driver.NewProgram(ctx, GL_VERTEX_PROGRAM_ARB, 0);
if (!p)
return NULL;
p->NumInstructions = 3;
p->Instructions = _mesa_alloc_instructions(3);
if (!p->Instructions) {
ctx->Driver.DeleteProgram(ctx, p);
return NULL;
}
_mesa_init_instructions(p->Instructions, 3);
/* MOV result.pos, vertex.pos; */
p->Instructions[0].Opcode = OPCODE_MOV;
p->Instructions[0].DstReg.File = PROGRAM_OUTPUT;
p->Instructions[0].DstReg.Index = VERT_RESULT_HPOS;
p->Instructions[0].SrcReg[0].File = PROGRAM_INPUT;
p->Instructions[0].SrcReg[0].Index = VERT_ATTRIB_POS;
/* MOV result.color, vertex.color; */
p->Instructions[1].Opcode = OPCODE_MOV;
p->Instructions[1].DstReg.File = PROGRAM_OUTPUT;
p->Instructions[1].DstReg.Index = VERT_RESULT_COL0;
p->Instructions[1].SrcReg[0].File = PROGRAM_INPUT;
p->Instructions[1].SrcReg[0].Index = VERT_ATTRIB_COLOR0;
/* END; */
p->Instructions[2].Opcode = OPCODE_END;
p->InputsRead = VERT_BIT_POS | VERT_BIT_COLOR0;
p->OutputsWritten = ((1 << VERT_RESULT_COL0) |
(1 << VERT_RESULT_HPOS));
stvp = (struct st_vertex_program *) p;
st_translate_vertex_program(st, stvp, NULL);
#if 0
assert(stvp->cso);
#endif
return stvp;
}
/**
* Draw a screen-aligned quadrilateral.
* Coords are window coords with y=0=bottom. These coords will be transformed
@ -311,23 +228,23 @@ clear_with_quad(GLcontext *ctx,
}
/* fragment shader state: color pass-through program */
{
static struct st_fragment_program *stfp = NULL;
if (!stfp) {
stfp = make_frag_shader(st);
}
pipe->bind_fs_state(pipe, stfp->driver_shader);
if (!st->clear.fs) {
st->clear.fs = util_make_fragment_passthrough_shader(pipe);
}
pipe->bind_fs_state(pipe, st->clear.fs);
#if !TEST_DRAW_PASSTHROUGH
/* vertex shader state: color/position pass-through */
{
static struct st_vertex_program *stvp = NULL;
if (!stvp) {
stvp = make_vertex_shader(st);
}
pipe->bind_vs_state(pipe, stvp->driver_shader);
if (!st->clear.vs) {
const uint semantic_names[] = { TGSI_SEMANTIC_POSITION,
TGSI_SEMANTIC_COLOR };
const uint semantic_indexes[] = { 0, 0 };
st->clear.vs = util_make_vertex_passthrough_shader(pipe, 2,
semantic_names,
semantic_indexes);
}
pipe->bind_vs_state(pipe, st->clear.vs);
#endif
#if !TEST_DRAW_PASSTHROUGH

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@ -30,6 +30,10 @@
#define ST_CB_CLEAR_H
extern void
st_destroy_clear(struct st_context *st);
extern void
st_init_clear_functions(struct dd_function_table *functions);

View File

@ -155,6 +155,7 @@ static void st_destroy_context_priv( struct st_context *st )
st_destroy_draw( st );
st_destroy_generate_mipmap(st);
st_destroy_blit(st);
st_destroy_clear(st);
_vbo_DestroyContext(st->ctx);

View File

@ -142,12 +142,19 @@ struct st_context
GLuint combined_prog_sn;
} pixel_xfer;
/** for glBitmap */
struct {
struct st_fragment_program *program; /**< bitmap tex/kil program */
GLuint user_prog_sn; /**< user fragment program serial no. */
struct st_fragment_program *combined_prog;
} bitmap;
/** for glClear */
struct {
void *vs;
void *fs;
} clear;
struct gen_mipmap_state *gen_mipmap;
struct blit_state *blit;