gallium/vl: Simplify the matrix filter fragment shader
It looks like it was partly copied from the median filter fragment shader and unnecessesarily saved a lot of temporary values. Signed-off-by: Thomas Hellstrom <thellstrom@vmware.com> Reviewed-by: Brian Paul <brianp@vmware.com> Reviewed-by: Christian König <christian.koenig@amd.com>
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@ -81,15 +81,13 @@ create_frag_shader(struct vl_matrix_filter *filter, unsigned num_offsets,
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struct ureg_program *shader;
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struct ureg_src i_vtex;
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struct ureg_src sampler;
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struct ureg_dst *t_array = MALLOC(sizeof(struct ureg_dst) * num_offsets);
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struct ureg_dst tmp;
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struct ureg_dst t_sum;
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struct ureg_dst o_fragment;
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bool first;
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unsigned i;
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shader = ureg_create(PIPE_SHADER_FRAGMENT);
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if (!shader) {
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FREE(t_array);
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return NULL;
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}
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@ -101,54 +99,32 @@ create_frag_shader(struct vl_matrix_filter *filter, unsigned num_offsets,
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TGSI_RETURN_TYPE_FLOAT,
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TGSI_RETURN_TYPE_FLOAT);
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for (i = 0; i < num_offsets; ++i)
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if (matrix_values[i] != 0.0f)
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t_array[i] = ureg_DECL_temporary(shader);
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tmp = ureg_DECL_temporary(shader);
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t_sum = ureg_DECL_temporary(shader);
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o_fragment = ureg_DECL_output(shader, TGSI_SEMANTIC_COLOR, 0);
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/*
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* t_array[0..*] = vtex + offset[0..*]
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* t_array[0..*] = tex(t_array[0..*], sampler)
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* o_fragment = sum(t_array[0..*] * matrix_values[0..*])
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*/
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ureg_MOV(shader, t_sum, ureg_imm1f(shader, 0.0f));
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for (i = 0; i < num_offsets; ++i) {
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if (matrix_values[i] != 0.0f && !is_vec_zero(offsets[i])) {
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ureg_ADD(shader, ureg_writemask(t_array[i], TGSI_WRITEMASK_XY),
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if (matrix_values[i] == 0.0f)
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continue;
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if (!is_vec_zero(offsets[i])) {
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ureg_ADD(shader, ureg_writemask(tmp, TGSI_WRITEMASK_XY),
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i_vtex, ureg_imm2f(shader, offsets[i].x, offsets[i].y));
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ureg_MOV(shader, ureg_writemask(t_array[i], TGSI_WRITEMASK_ZW),
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ureg_MOV(shader, ureg_writemask(tmp, TGSI_WRITEMASK_ZW),
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ureg_imm1f(shader, 0.0f));
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ureg_TEX(shader, tmp, TGSI_TEXTURE_2D, ureg_src(tmp), sampler);
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} else {
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ureg_TEX(shader, tmp, TGSI_TEXTURE_2D, i_vtex, sampler);
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}
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ureg_MAD(shader, t_sum, ureg_src(tmp), ureg_imm1f(shader, matrix_values[i]),
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ureg_src(t_sum));
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}
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for (i = 0; i < num_offsets; ++i) {
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if (matrix_values[i] != 0.0f) {
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struct ureg_src src = is_vec_zero(offsets[i]) ? i_vtex : ureg_src(t_array[i]);
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ureg_TEX(shader, t_array[i], TGSI_TEXTURE_2D, src, sampler);
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}
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}
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for (i = 0, first = true; i < num_offsets; ++i) {
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if (matrix_values[i] != 0.0f) {
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if (first) {
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t_sum = t_array[i];
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ureg_MUL(shader, t_sum, ureg_src(t_array[i]),
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ureg_imm1f(shader, matrix_values[i]));
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first = false;
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} else
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ureg_MAD(shader, t_sum, ureg_src(t_array[i]),
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ureg_imm1f(shader, matrix_values[i]), ureg_src(t_sum));
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}
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}
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if (first)
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ureg_MOV(shader, o_fragment, ureg_imm1f(shader, 0.0f));
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else
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ureg_MOV(shader, o_fragment, ureg_src(t_sum));
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ureg_MOV(shader, o_fragment, ureg_src(t_sum));
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ureg_END(shader);
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FREE(t_array);
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return ureg_create_shader_and_destroy(shader, filter->pipe);
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}
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