f2ec24c57ff219b59d1f108443818954bee2459c
[profile/ivi/mesa.git] / src / gallium / state_trackers / vega / shader.c
1 /**************************************************************************
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3  * Copyright 2009 VMware, Inc.  All Rights Reserved.
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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.
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17  * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
18  * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
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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
35 #include "pipe/p_context.h"
36 #include "pipe/p_screen.h"
37 #include "pipe/p_state.h"
38 #include "util/u_inlines.h"
39 #include "util/u_memory.h"
40
41 #define MAX_CONSTANTS 20
42
43 struct shader {
44    struct vg_context *context;
45
46    VGboolean masking;
47    struct vg_paint *paint;
48    struct vg_image *image;
49
50    VGboolean drawing_image;
51    VGImageMode image_mode;
52
53    float constants[MAX_CONSTANTS];
54    struct pipe_buffer *cbuf;
55    struct pipe_shader_state fs_state;
56    void *fs;
57 };
58
59 struct shader * shader_create(struct vg_context *ctx)
60 {
61    struct shader *shader = 0;
62
63    shader = CALLOC_STRUCT(shader);
64    shader->context = ctx;
65
66    return shader;
67 }
68
69 void shader_destroy(struct shader *shader)
70 {
71    free(shader);
72 }
73
74 void shader_set_masking(struct shader *shader, VGboolean set)
75 {
76    shader->masking = set;
77 }
78
79 VGboolean shader_is_masking(struct shader *shader)
80 {
81    return shader->masking;
82 }
83
84 void shader_set_paint(struct shader *shader, struct vg_paint *paint)
85 {
86    shader->paint = paint;
87 }
88
89 struct vg_paint * shader_paint(struct shader *shader)
90 {
91    return shader->paint;
92 }
93
94
95 static void setup_constant_buffer(struct shader *shader)
96 {
97    struct vg_context *ctx = shader->context;
98    struct pipe_context *pipe = shader->context->pipe;
99    struct pipe_buffer **cbuf = &shader->cbuf;
100    VGint param_bytes = paint_constant_buffer_size(shader->paint);
101    float temp_buf[MAX_CONSTANTS];
102
103    assert(param_bytes <= sizeof(temp_buf));
104    paint_fill_constant_buffer(shader->paint, temp_buf);
105
106    if (*cbuf == NULL ||
107        memcmp(temp_buf, shader->constants, param_bytes) != 0)
108    {
109       pipe_buffer_reference(cbuf, NULL);
110
111       memcpy(shader->constants, temp_buf, param_bytes);
112       *cbuf = pipe_user_buffer_create(pipe->screen,
113                                       &shader->constants,
114                                       sizeof(shader->constants));
115    }
116
117    ctx->pipe->set_constant_buffer(ctx->pipe, PIPE_SHADER_FRAGMENT, 0, *cbuf);
118 }
119
120 static VGint blend_bind_samplers(struct vg_context *ctx,
121                                  struct pipe_sampler_state **samplers,
122                                  struct pipe_sampler_view **sampler_views)
123 {
124    VGBlendMode bmode = ctx->state.vg.blend_mode;
125
126    if (bmode == VG_BLEND_MULTIPLY ||
127        bmode == VG_BLEND_SCREEN ||
128        bmode == VG_BLEND_DARKEN ||
129        bmode == VG_BLEND_LIGHTEN) {
130       struct st_framebuffer *stfb = ctx->draw_buffer;
131
132       vg_prepare_blend_surface(ctx);
133
134       samplers[2] = &ctx->blend_sampler;
135       sampler_views[2] = stfb->blend_texture_view;
136
137       if (!samplers[0] || !sampler_views[0]) {
138          samplers[0] = samplers[2];
139          sampler_views[0] = sampler_views[2];
140       }
141       if (!samplers[1] || !sampler_views[1]) {
142          samplers[1] = samplers[0];
143          sampler_views[1] = sampler_views[0];
144       }
145
146       return 1;
147    }
148    return 0;
149 }
150
151 static void setup_samplers(struct shader *shader)
152 {
153    struct pipe_sampler_state *samplers[PIPE_MAX_SAMPLERS];
154    struct pipe_sampler_view *sampler_views[PIPE_MAX_SAMPLERS];
155    struct vg_context *ctx = shader->context;
156    /* a little wonky: we use the num as a boolean that just says
157     * whether any sampler/textures have been set. the actual numbering
158     * for samplers is always the same:
159     * 0 - paint sampler/texture for gradient/pattern
160     * 1 - mask sampler/texture
161     * 2 - blend sampler/texture
162     * 3 - image sampler/texture
163     * */
164    VGint num = 0;
165
166    samplers[0] = NULL;
167    samplers[1] = NULL;
168    samplers[2] = NULL;
169    samplers[3] = NULL;
170    sampler_views[0] = NULL;
171    sampler_views[1] = NULL;
172    sampler_views[2] = NULL;
173    sampler_views[3] = NULL;
174
175    num += paint_bind_samplers(shader->paint, samplers, sampler_views);
176    num += mask_bind_samplers(samplers, sampler_views);
177    num += blend_bind_samplers(ctx, samplers, sampler_views);
178    if (shader->drawing_image && shader->image)
179       num += image_bind_samplers(shader->image, samplers, sampler_views);
180
181    if (num) {
182       cso_set_samplers(ctx->cso_context, 4, (const struct pipe_sampler_state **)samplers);
183       cso_set_fragment_sampler_views(ctx->cso_context, 4, sampler_views);
184    }
185 }
186
187 static INLINE VGboolean is_format_bw(struct shader *shader)
188 {
189 #if 0
190    struct vg_context *ctx = shader->context;
191    struct st_framebuffer *stfb = ctx->draw_buffer;
192 #endif
193
194    if (shader->drawing_image && shader->image) {
195       if (shader->image->format == VG_BW_1)
196          return VG_TRUE;
197    }
198
199    return VG_FALSE;
200 }
201
202 static void setup_shader_program(struct shader *shader)
203 {
204    struct vg_context *ctx = shader->context;
205    VGint shader_id = 0;
206    VGBlendMode blend_mode = ctx->state.vg.blend_mode;
207    VGboolean black_white = is_format_bw(shader);
208
209    /* 1st stage: fill */
210    if (!shader->drawing_image ||
211        (shader->image_mode == VG_DRAW_IMAGE_MULTIPLY || shader->image_mode == VG_DRAW_IMAGE_STENCIL)) {
212       switch(paint_type(shader->paint)) {
213       case VG_PAINT_TYPE_COLOR:
214          shader_id |= VEGA_SOLID_FILL_SHADER;
215          break;
216       case VG_PAINT_TYPE_LINEAR_GRADIENT:
217          shader_id |= VEGA_LINEAR_GRADIENT_SHADER;
218          break;
219       case VG_PAINT_TYPE_RADIAL_GRADIENT:
220          shader_id |= VEGA_RADIAL_GRADIENT_SHADER;
221          break;
222       case VG_PAINT_TYPE_PATTERN:
223          shader_id |= VEGA_PATTERN_SHADER;
224          break;
225
226       default:
227          abort();
228       }
229    }
230
231    /* second stage image */
232    if (shader->drawing_image) {
233       switch(shader->image_mode) {
234       case VG_DRAW_IMAGE_NORMAL:
235          shader_id |= VEGA_IMAGE_NORMAL_SHADER;
236          break;
237       case VG_DRAW_IMAGE_MULTIPLY:
238          shader_id |= VEGA_IMAGE_MULTIPLY_SHADER;
239          break;
240       case VG_DRAW_IMAGE_STENCIL:
241          shader_id |= VEGA_IMAGE_STENCIL_SHADER;
242          break;
243       default:
244          debug_printf("Unknown image mode!");
245       }
246    }
247
248    if (shader->masking)
249       shader_id |= VEGA_MASK_SHADER;
250
251    switch(blend_mode) {
252    case VG_BLEND_MULTIPLY:
253       shader_id |= VEGA_BLEND_MULTIPLY_SHADER;
254       break;
255    case VG_BLEND_SCREEN:
256       shader_id |= VEGA_BLEND_SCREEN_SHADER;
257       break;
258    case VG_BLEND_DARKEN:
259       shader_id |= VEGA_BLEND_DARKEN_SHADER;
260       break;
261    case VG_BLEND_LIGHTEN:
262       shader_id |= VEGA_BLEND_LIGHTEN_SHADER;
263       break;
264    default:
265       /* handled by pipe_blend_state */
266       break;
267    }
268
269    if (black_white)
270       shader_id |= VEGA_BW_SHADER;
271
272    shader->fs = shaders_cache_fill(ctx->sc, shader_id);
273    cso_set_fragment_shader_handle(ctx->cso_context, shader->fs);
274 }
275
276
277 void shader_bind(struct shader *shader)
278 {
279    /* first resolve the real paint type */
280    paint_resolve_type(shader->paint);
281
282    setup_constant_buffer(shader);
283    setup_samplers(shader);
284    setup_shader_program(shader);
285 }
286
287 void shader_set_image_mode(struct shader *shader, VGImageMode image_mode)
288 {
289    shader->image_mode = image_mode;
290 }
291
292 VGImageMode shader_image_mode(struct shader *shader)
293 {
294    return shader->image_mode;
295 }
296
297 void shader_set_drawing_image(struct shader *shader, VGboolean drawing_image)
298 {
299    shader->drawing_image = drawing_image;
300 }
301
302 VGboolean shader_drawing_image(struct shader *shader)
303 {
304    return shader->drawing_image;
305 }
306
307 void shader_set_image(struct shader *shader, struct vg_image *img)
308 {
309    shader->image = img;
310 }