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1 /**************************************************************************
2  *
3  * Copyright 2009 VMware, Inc.  All Rights Reserved.
4  *
5  * Permission is hereby granted, free of charge, to any person obtaining a
6  * copy of this software and associated documentation files (the
7  * "Software"), to deal in the Software without restriction, including
8  * without limitation the rights to use, copy, modify, merge, publish,
9  * distribute, sub license, and/or sell copies of the Software, and to
10  * permit persons to whom the Software is furnished to do so, subject to
11  * the following conditions:
12  *
13  * The above copyright notice and this permission notice (including the
14  * next paragraph) shall be included in all copies or substantial portions
15  * of the Software.
16  *
17  * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
18  * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
19  * MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT.
20  * IN NO EVENT SHALL VMWARE AND/OR ITS SUPPLIERS BE LIABLE FOR
21  * ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
22  * TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
23  * SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
24  *
25  **************************************************************************/
26 
27 #include "shader.h"
28 
29 #include "vg_context.h"
30 #include "shaders_cache.h"
31 #include "paint.h"
32 #include "mask.h"
33 #include "image.h"
34 #include "renderer.h"
35 
36 #include "pipe/p_context.h"
37 #include "pipe/p_state.h"
38 #include "util/u_memory.h"
39 #include "util/u_math.h"
40 #include "util/u_format.h"
41 
42 #define MAX_CONSTANTS 28
43 
44 struct shader {
45    struct vg_context *context;
46 
47    VGboolean color_transform;
48    VGboolean masking;
49    struct vg_paint *paint;
50    struct vg_image *image;
51 
52    struct matrix modelview;
53    struct matrix paint_matrix;
54 
55    VGboolean drawing_image;
56    VGImageMode image_mode;
57 
58    float constants[MAX_CONSTANTS];
59    struct pipe_resource *cbuf;
60    struct pipe_shader_state fs_state;
61    void *fs;
62 };
63 
shader_create(struct vg_context * ctx)64 struct shader * shader_create(struct vg_context *ctx)
65 {
66    struct shader *shader = 0;
67 
68    shader = CALLOC_STRUCT(shader);
69    shader->context = ctx;
70 
71    return shader;
72 }
73 
shader_destroy(struct shader * shader)74 void shader_destroy(struct shader *shader)
75 {
76    FREE(shader);
77 }
78 
shader_set_color_transform(struct shader * shader,VGboolean set)79 void shader_set_color_transform(struct shader *shader, VGboolean set)
80 {
81    shader->color_transform = set;
82 }
83 
shader_set_masking(struct shader * shader,VGboolean set)84 void shader_set_masking(struct shader *shader, VGboolean set)
85 {
86    shader->masking = set;
87 }
88 
shader_is_masking(struct shader * shader)89 VGboolean shader_is_masking(struct shader *shader)
90 {
91    return shader->masking;
92 }
93 
shader_set_paint(struct shader * shader,struct vg_paint * paint)94 void shader_set_paint(struct shader *shader, struct vg_paint *paint)
95 {
96    shader->paint = paint;
97 }
98 
shader_paint(struct shader * shader)99 struct vg_paint * shader_paint(struct shader *shader)
100 {
101    return shader->paint;
102 }
103 
setup_constant_buffer(struct shader * shader)104 static VGint setup_constant_buffer(struct shader *shader)
105 {
106    const struct vg_state *state = &shader->context->state.vg;
107    VGint param_bytes = paint_constant_buffer_size(shader->paint);
108    VGint i;
109 
110    param_bytes += sizeof(VGfloat) * 8;
111    assert(param_bytes <= sizeof(shader->constants));
112 
113    if (state->color_transform) {
114       for (i = 0; i < 8; i++) {
115          VGfloat val = (i < 4) ? 127.0f : 1.0f;
116          shader->constants[i] =
117             CLAMP(state->color_transform_values[i], -val, val);
118       }
119    }
120    else {
121       memset(shader->constants, 0, sizeof(VGfloat) * 8);
122    }
123 
124    paint_fill_constant_buffer(shader->paint,
125          &shader->paint_matrix, shader->constants + 8);
126 
127    return param_bytes;
128 }
129 
blend_use_shader(struct shader * shader)130 static VGboolean blend_use_shader(struct shader *shader)
131 {
132    struct vg_context *ctx = shader->context;
133    VGboolean advanced_blending;
134 
135    switch (ctx->state.vg.blend_mode) {
136    case VG_BLEND_DST_OVER:
137    case VG_BLEND_MULTIPLY:
138    case VG_BLEND_SCREEN:
139    case VG_BLEND_DARKEN:
140    case VG_BLEND_LIGHTEN:
141    case VG_BLEND_ADDITIVE:
142       advanced_blending = VG_TRUE;
143       break;
144    case VG_BLEND_SRC_OVER:
145       if (util_format_has_alpha(ctx->draw_buffer->strb->format)) {
146          /* no blending is required if the paints and the image are opaque */
147          advanced_blending = !paint_is_opaque(ctx->state.vg.fill_paint) ||
148                              !paint_is_opaque(ctx->state.vg.stroke_paint);
149          if (!advanced_blending && shader->drawing_image) {
150             advanced_blending =
151                util_format_has_alpha(shader->image->sampler_view->format);
152          }
153          break;
154       }
155       /* fall through */
156    default:
157       advanced_blending = VG_FALSE;
158       break;
159    }
160 
161    return advanced_blending;
162 }
163 
blend_bind_samplers(struct shader * shader,struct pipe_sampler_state ** samplers,struct pipe_sampler_view ** sampler_views)164 static VGint blend_bind_samplers(struct shader *shader,
165                                  struct pipe_sampler_state **samplers,
166                                  struct pipe_sampler_view **sampler_views)
167 {
168    if (blend_use_shader(shader)) {
169       struct vg_context *ctx = shader->context;
170 
171       samplers[2] = &ctx->blend_sampler;
172       sampler_views[2] = vg_prepare_blend_surface(ctx);
173 
174       if (!samplers[0] || !sampler_views[0]) {
175          samplers[0] = samplers[2];
176          sampler_views[0] = sampler_views[2];
177       }
178       if (!samplers[1] || !sampler_views[1]) {
179          samplers[1] = samplers[0];
180          sampler_views[1] = sampler_views[0];
181       }
182 
183       return 1;
184    }
185    return 0;
186 }
187 
setup_samplers(struct shader * shader,struct pipe_sampler_state ** samplers,struct pipe_sampler_view ** sampler_views)188 static VGint setup_samplers(struct shader *shader,
189                             struct pipe_sampler_state **samplers,
190                             struct pipe_sampler_view **sampler_views)
191 {
192    /* a little wonky: we use the num as a boolean that just says
193     * whether any sampler/textures have been set. the actual numbering
194     * for samplers is always the same:
195     * 0 - paint sampler/texture for gradient/pattern
196     * 1 - mask sampler/texture
197     * 2 - blend sampler/texture
198     * 3 - image sampler/texture
199     * */
200    VGint num = 0;
201 
202    samplers[0] = NULL;
203    samplers[1] = NULL;
204    samplers[2] = NULL;
205    samplers[3] = NULL;
206    sampler_views[0] = NULL;
207    sampler_views[1] = NULL;
208    sampler_views[2] = NULL;
209    sampler_views[3] = NULL;
210 
211    num += paint_bind_samplers(shader->paint, samplers, sampler_views);
212    num += mask_bind_samplers(samplers, sampler_views);
213    num += blend_bind_samplers(shader, samplers, sampler_views);
214    if (shader->drawing_image && shader->image)
215       num += image_bind_samplers(shader->image, samplers, sampler_views);
216 
217    return (num) ? 4 : 0;
218 }
219 
is_format_bw(struct shader * shader)220 static INLINE VGboolean is_format_bw(struct shader *shader)
221 {
222 #if 0
223    struct vg_context *ctx = shader->context;
224    struct st_framebuffer *stfb = ctx->draw_buffer;
225 #endif
226 
227    if (shader->drawing_image && shader->image) {
228       if (shader->image->format == VG_BW_1)
229          return VG_TRUE;
230    }
231 
232    return VG_FALSE;
233 }
234 
setup_shader_program(struct shader * shader)235 static void setup_shader_program(struct shader *shader)
236 {
237    struct vg_context *ctx = shader->context;
238    VGint shader_id = 0;
239    VGBlendMode blend_mode = ctx->state.vg.blend_mode;
240    VGboolean black_white = is_format_bw(shader);
241 
242    /* 1st stage: fill */
243    if (!shader->drawing_image ||
244        (shader->image_mode == VG_DRAW_IMAGE_MULTIPLY || shader->image_mode == VG_DRAW_IMAGE_STENCIL)) {
245       switch(paint_type(shader->paint)) {
246       case VG_PAINT_TYPE_COLOR:
247          shader_id |= VEGA_SOLID_FILL_SHADER;
248          break;
249       case VG_PAINT_TYPE_LINEAR_GRADIENT:
250          shader_id |= VEGA_LINEAR_GRADIENT_SHADER;
251          break;
252       case VG_PAINT_TYPE_RADIAL_GRADIENT:
253          shader_id |= VEGA_RADIAL_GRADIENT_SHADER;
254          break;
255       case VG_PAINT_TYPE_PATTERN:
256          shader_id |= VEGA_PATTERN_SHADER;
257          break;
258 
259       default:
260          abort();
261       }
262 
263       if (paint_is_degenerate(shader->paint))
264          shader_id = VEGA_PAINT_DEGENERATE_SHADER;
265    }
266 
267    /* second stage image */
268    if (shader->drawing_image) {
269       switch(shader->image_mode) {
270       case VG_DRAW_IMAGE_NORMAL:
271          shader_id |= VEGA_IMAGE_NORMAL_SHADER;
272          break;
273       case VG_DRAW_IMAGE_MULTIPLY:
274          shader_id |= VEGA_IMAGE_MULTIPLY_SHADER;
275          break;
276       case VG_DRAW_IMAGE_STENCIL:
277          shader_id |= VEGA_IMAGE_STENCIL_SHADER;
278          break;
279       default:
280          debug_printf("Unknown image mode!");
281       }
282    }
283 
284    if (shader->color_transform)
285       shader_id |= VEGA_COLOR_TRANSFORM_SHADER;
286 
287    if (blend_use_shader(shader)) {
288       if (shader->drawing_image && shader->image_mode == VG_DRAW_IMAGE_STENCIL)
289          shader_id |= VEGA_ALPHA_PER_CHANNEL_SHADER;
290       else
291          shader_id |= VEGA_ALPHA_NORMAL_SHADER;
292 
293       switch(blend_mode) {
294       case VG_BLEND_SRC:
295          shader_id |= VEGA_BLEND_SRC_SHADER;
296          break;
297       case VG_BLEND_SRC_OVER:
298          shader_id |= VEGA_BLEND_SRC_OVER_SHADER;
299          break;
300       case VG_BLEND_DST_OVER:
301          shader_id |= VEGA_BLEND_DST_OVER_SHADER;
302          break;
303       case VG_BLEND_SRC_IN:
304          shader_id |= VEGA_BLEND_SRC_IN_SHADER;
305          break;
306       case VG_BLEND_DST_IN:
307          shader_id |= VEGA_BLEND_DST_IN_SHADER;
308          break;
309       case VG_BLEND_MULTIPLY:
310          shader_id |= VEGA_BLEND_MULTIPLY_SHADER;
311          break;
312       case VG_BLEND_SCREEN:
313          shader_id |= VEGA_BLEND_SCREEN_SHADER;
314          break;
315       case VG_BLEND_DARKEN:
316          shader_id |= VEGA_BLEND_DARKEN_SHADER;
317          break;
318       case VG_BLEND_LIGHTEN:
319          shader_id |= VEGA_BLEND_LIGHTEN_SHADER;
320          break;
321       case VG_BLEND_ADDITIVE:
322          shader_id |= VEGA_BLEND_ADDITIVE_SHADER;
323          break;
324       default:
325          assert(0);
326          break;
327       }
328    }
329    else {
330       /* update alpha of the source */
331       if (shader->drawing_image && shader->image_mode == VG_DRAW_IMAGE_STENCIL)
332          shader_id |= VEGA_ALPHA_PER_CHANNEL_SHADER;
333    }
334 
335    if (shader->masking)
336       shader_id |= VEGA_MASK_SHADER;
337 
338    if (black_white)
339       shader_id |= VEGA_BW_SHADER;
340 
341    shader->fs = shaders_cache_fill(ctx->sc, shader_id);
342 }
343 
344 
shader_bind(struct shader * shader)345 void shader_bind(struct shader *shader)
346 {
347    struct vg_context *ctx = shader->context;
348    struct pipe_sampler_state *samplers[PIPE_MAX_SAMPLERS];
349    struct pipe_sampler_view *sampler_views[PIPE_MAX_SAMPLERS];
350    VGint num_samplers, param_bytes;
351 
352    /* first resolve the real paint type */
353    paint_resolve_type(shader->paint);
354 
355    num_samplers = setup_samplers(shader, samplers, sampler_views);
356    param_bytes = setup_constant_buffer(shader);
357    setup_shader_program(shader);
358 
359    renderer_validate_for_shader(ctx->renderer,
360          (const struct pipe_sampler_state **) samplers,
361          sampler_views, num_samplers,
362          &shader->modelview,
363          shader->fs, (const void *) shader->constants, param_bytes);
364 }
365 
shader_set_image_mode(struct shader * shader,VGImageMode image_mode)366 void shader_set_image_mode(struct shader *shader, VGImageMode image_mode)
367 {
368    shader->image_mode = image_mode;
369 }
370 
shader_image_mode(struct shader * shader)371 VGImageMode shader_image_mode(struct shader *shader)
372 {
373    return shader->image_mode;
374 }
375 
shader_set_drawing_image(struct shader * shader,VGboolean drawing_image)376 void shader_set_drawing_image(struct shader *shader, VGboolean drawing_image)
377 {
378    shader->drawing_image = drawing_image;
379 }
380 
shader_drawing_image(struct shader * shader)381 VGboolean shader_drawing_image(struct shader *shader)
382 {
383    return shader->drawing_image;
384 }
385 
shader_set_image(struct shader * shader,struct vg_image * img)386 void shader_set_image(struct shader *shader, struct vg_image *img)
387 {
388    shader->image = img;
389 }
390 
391 /**
392  * Set the transformation to map a vertex to the surface coordinates.
393  */
shader_set_surface_matrix(struct shader * shader,const struct matrix * mat)394 void shader_set_surface_matrix(struct shader *shader,
395                                const struct matrix *mat)
396 {
397    shader->modelview = *mat;
398 }
399 
400 /**
401  * Set the transformation to map a pixel to the paint coordinates.
402  */
shader_set_paint_matrix(struct shader * shader,const struct matrix * mat)403 void shader_set_paint_matrix(struct shader *shader, const struct matrix *mat)
404 {
405    const struct st_framebuffer *stfb = shader->context->draw_buffer;
406    const VGfloat px_center_offset = 0.5f;
407 
408    memcpy(&shader->paint_matrix, mat, sizeof(*mat));
409 
410    /* make it window-to-paint for the shaders */
411    matrix_translate(&shader->paint_matrix, px_center_offset,
412          stfb->height - 1.0f + px_center_offset);
413    matrix_scale(&shader->paint_matrix, 1.0f, -1.0f);
414 }
415