util: simplify u_pstipple.c code

Use the new helper functions in the tgsi_transform.h file to emit
declarations and instructions.

Reviewed-by: Charmaine Lee <charmainel@vmware.com>
This commit is contained in:
Brian Paul 2014-10-30 19:45:52 -06:00
parent 55008ef697
commit c996b22329
1 changed files with 62 additions and 123 deletions

View File

@ -181,7 +181,6 @@ struct pstip_transform_context {
uint samplersUsed; /**< bitfield of samplers used */
int freeSampler; /** an available sampler for the pstipple */
int numImmed;
boolean firstInstruction;
uint coordOrigin;
};
@ -242,7 +241,7 @@ free_bit(uint bitfield)
/**
* TGSI instruction transform callback.
* TGSI transform prolog
* Before the first instruction, insert our new code to sample the
* stipple texture (using the fragment coord register) then kill the
* fragment if the stipple texture bit is off.
@ -255,136 +254,76 @@ free_bit(uint bitfield)
* [...original code...]
*/
static void
pstip_transform_inst(struct tgsi_transform_context *ctx,
struct tgsi_full_instruction *inst)
pstip_transform_prolog(struct tgsi_transform_context *ctx)
{
struct pstip_transform_context *pctx =
(struct pstip_transform_context *) ctx;
int wincoordInput;
int texTemp;
if (pctx->firstInstruction) {
/* emit our new declarations before the first instruction */
/* find free texture sampler */
pctx->freeSampler = free_bit(pctx->samplersUsed);
if (pctx->freeSampler >= PIPE_MAX_SAMPLERS)
pctx->freeSampler = PIPE_MAX_SAMPLERS - 1;
struct tgsi_full_declaration decl;
struct tgsi_full_instruction newInst;
if (pctx->wincoordInput < 0)
wincoordInput = pctx->maxInput + 1;
else
wincoordInput = pctx->wincoordInput;
/* find free texture sampler */
pctx->freeSampler = free_bit(pctx->samplersUsed);
if (pctx->freeSampler >= PIPE_MAX_SAMPLERS)
pctx->freeSampler = PIPE_MAX_SAMPLERS - 1;
if (pctx->wincoordInput < 0)
wincoordInput = pctx->maxInput + 1;
else
wincoordInput = pctx->wincoordInput;
if (pctx->wincoordInput < 0) {
/* declare new position input reg */
decl = tgsi_default_full_declaration();
decl.Declaration.File = TGSI_FILE_INPUT;
decl.Declaration.Interpolate = 1;
decl.Declaration.Semantic = 1;
decl.Semantic.Name = TGSI_SEMANTIC_POSITION;
decl.Semantic.Index = 0;
decl.Range.First =
decl.Range.Last = wincoordInput;
decl.Interp.Interpolate = TGSI_INTERPOLATE_LINEAR;
ctx->emit_declaration(ctx, &decl);
}
/* declare new sampler */
decl = tgsi_default_full_declaration();
decl.Declaration.File = TGSI_FILE_SAMPLER;
decl.Range.First =
decl.Range.Last = pctx->freeSampler;
ctx->emit_declaration(ctx, &decl);
/* Declare temp[0] reg if not already declared.
* We can always use temp[0] since this code is before
* the rest of the shader.
*/
texTemp = 0;
if ((pctx->tempsUsed & (1 << texTemp)) == 0) {
decl = tgsi_default_full_declaration();
decl.Declaration.File = TGSI_FILE_TEMPORARY;
decl.Range.First =
decl.Range.Last = texTemp;
ctx->emit_declaration(ctx, &decl);
}
/* emit immediate = {1/32, 1/32, 1, 1}
* The index/position of this immediate will be pctx->numImmed
*/
{
static const float value[4] = { 1.0/32, 1.0/32, 1.0, 1.0 };
struct tgsi_full_immediate immed;
uint size = 4;
immed = tgsi_default_full_immediate();
immed.Immediate.NrTokens = 1 + size; /* one for the token itself */
immed.u[0].Float = value[0];
immed.u[1].Float = value[1];
immed.u[2].Float = value[2];
immed.u[3].Float = value[3];
ctx->emit_immediate(ctx, &immed);
}
pctx->firstInstruction = FALSE;
/*
* Insert new MUL/TEX/KILL_IF instructions at start of program
* Take gl_FragCoord, divide by 32 (stipple size), sample the
* texture and kill fragment if needed.
*
* We'd like to use non-normalized texcoords to index into a RECT
* texture, but we can only use REPEAT wrap mode with normalized
* texcoords. Darn.
*/
/* XXX invert wincoord if origin isn't lower-left... */
/* MUL texTemp, INPUT[wincoord], 1/32; */
newInst = tgsi_default_full_instruction();
newInst.Instruction.Opcode = TGSI_OPCODE_MUL;
newInst.Instruction.NumDstRegs = 1;
newInst.Dst[0].Register.File = TGSI_FILE_TEMPORARY;
newInst.Dst[0].Register.Index = texTemp;
newInst.Instruction.NumSrcRegs = 2;
newInst.Src[0].Register.File = TGSI_FILE_INPUT;
newInst.Src[0].Register.Index = wincoordInput;
newInst.Src[1].Register.File = TGSI_FILE_IMMEDIATE;
newInst.Src[1].Register.Index = pctx->numImmed;
ctx->emit_instruction(ctx, &newInst);
/* TEX texTemp, texTemp, sampler; */
newInst = tgsi_default_full_instruction();
newInst.Instruction.Opcode = TGSI_OPCODE_TEX;
newInst.Instruction.NumDstRegs = 1;
newInst.Dst[0].Register.File = TGSI_FILE_TEMPORARY;
newInst.Dst[0].Register.Index = texTemp;
newInst.Instruction.NumSrcRegs = 2;
newInst.Instruction.Texture = TRUE;
newInst.Texture.Texture = TGSI_TEXTURE_2D;
newInst.Src[0].Register.File = TGSI_FILE_TEMPORARY;
newInst.Src[0].Register.Index = texTemp;
newInst.Src[1].Register.File = TGSI_FILE_SAMPLER;
newInst.Src[1].Register.Index = pctx->freeSampler;
ctx->emit_instruction(ctx, &newInst);
/* KILL_IF -texTemp; # if -texTemp < 0, kill fragment */
newInst = tgsi_default_full_instruction();
newInst.Instruction.Opcode = TGSI_OPCODE_KILL_IF;
newInst.Instruction.NumDstRegs = 0;
newInst.Instruction.NumSrcRegs = 1;
newInst.Src[0].Register.File = TGSI_FILE_TEMPORARY;
newInst.Src[0].Register.Index = texTemp;
newInst.Src[0].Register.Negate = 1;
ctx->emit_instruction(ctx, &newInst);
if (pctx->wincoordInput < 0) {
/* declare new position input reg */
tgsi_transform_input_decl(ctx, wincoordInput,
TGSI_SEMANTIC_POSITION, 1,
TGSI_INTERPOLATE_LINEAR);
}
/* emit this instruction */
ctx->emit_instruction(ctx, inst);
/* declare new sampler */
tgsi_transform_sampler_decl(ctx, pctx->freeSampler);
/* Declare temp[0] reg if not already declared.
* We can always use temp[0] since this code is before
* the rest of the shader.
*/
texTemp = 0;
if ((pctx->tempsUsed & (1 << texTemp)) == 0) {
tgsi_transform_temp_decl(ctx, texTemp);
}
/* emit immediate = {1/32, 1/32, 1, 1}
* The index/position of this immediate will be pctx->numImmed
*/
tgsi_transform_immediate_decl(ctx, 1.0/32.0, 1.0/32.0, 1.0, 1.0);
/*
* Insert new MUL/TEX/KILL_IF instructions at start of program
* Take gl_FragCoord, divide by 32 (stipple size), sample the
* texture and kill fragment if needed.
*
* We'd like to use non-normalized texcoords to index into a RECT
* texture, but we can only use REPEAT wrap mode with normalized
* texcoords. Darn.
*/
/* XXX invert wincoord if origin isn't lower-left... */
/* MUL texTemp, INPUT[wincoord], 1/32; */
tgsi_transform_op2_inst(ctx, TGSI_OPCODE_MUL,
TGSI_FILE_TEMPORARY, texTemp,
TGSI_WRITEMASK_XYZW,
TGSI_FILE_INPUT, wincoordInput,
TGSI_FILE_IMMEDIATE, pctx->numImmed);
/* TEX texTemp, texTemp, sampler; */
tgsi_transform_tex_2d_inst(ctx,
TGSI_FILE_TEMPORARY, texTemp,
TGSI_FILE_TEMPORARY, texTemp,
pctx->freeSampler);
/* KILL_IF -texTemp; # if -texTemp < 0, kill fragment */
tgsi_transform_kill_inst(ctx,
TGSI_FILE_TEMPORARY, texTemp,
TGSI_SWIZZLE_W);
}
@ -413,7 +352,7 @@ util_pstipple_create_fragment_shader(const struct tgsi_token *tokens,
transform.wincoordInput = -1;
transform.maxInput = -1;
transform.coordOrigin = TGSI_FS_COORD_ORIGIN_UPPER_LEFT;
transform.base.transform_instruction = pstip_transform_inst;
transform.base.prolog = pstip_transform_prolog;
transform.base.transform_declaration = pstip_transform_decl;
transform.base.transform_immediate = pstip_transform_immed;