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virglrenderer/src/vrend_shader.h

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/**************************************************************************
*
* Copyright (C) 2014 Red Hat Inc.
*
* Permission is hereby granted, free of charge, to any person obtaining a
* copy of this software and associated documentation files (the "Software"),
* to deal in the Software without restriction, including without limitation
* the rights to use, copy, modify, merge, publish, distribute, sublicense,
* and/or sell copies of the Software, and to permit persons to whom the
* Software is furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included
* in all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
* THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR
* OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
* ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
* OTHER DEALINGS IN THE SOFTWARE.
*
**************************************************************************/
#ifndef VREND_SHADER_H
#define VREND_SHADER_H
#include "pipe/p_state.h"
#include "pipe/p_shader_tokens.h"
/* need to store patching info for interpolation */
struct vrend_interp_info {
int semantic_name;
int semantic_index;
int interpolate;
shader: emit "sample" keyword If a shader uses TGSI_INTERPOLATE_LOC_SAMPLE, we need to emit the "sample"-keyword for the input-variable in the fragment shader. Since the "sampler"-keyword is a GLSL 4.00 feature, this requires us to enable GL_ARB_gpu_shader5. Unfortunately, opting in carefully on this is a bit trickier than for most other extensions, because we patch up vertex, geometry or tesselation evaluation shader outputs to match the fragment shader inputs. Since the previous patch adds padding for the require-statement directly after the #version string, we can just overwrite that padding with the require statement. This fixes the following tests: dEQP-GLES31.functional.shaders.multisample_interpolation.sample_qualifier.multisample_texture_1 dEQP-GLES31.functional.shaders.multisample_interpolation.sample_qualifier.multisample_texture_2 dEQP-GLES31.functional.shaders.multisample_interpolation.sample_qualifier.multisample_texture_4 dEQP-GLES31.functional.shaders.multisample_interpolation.sample_qualifier.multisample_texture_8 dEQP-GLES31.functional.shaders.multisample_interpolation.sample_qualifier.multisample_texture_16 dEQP-GLES31.functional.shaders.multisample_interpolation.sample_qualifier.multisample_rbo_1 dEQP-GLES31.functional.shaders.multisample_interpolation.sample_qualifier.multisample_rbo_2 dEQP-GLES31.functional.shaders.multisample_interpolation.sample_qualifier.multisample_rbo_4 dEQP-GLES31.functional.shaders.multisample_interpolation.sample_qualifier.multisample_rbo_8 dEQP-GLES31.functional.shaders.multisample_interpolation.sample_qualifier.multisample_rbo_16 dEQP-GLES31.functional.shaders.multisample_interpolation.interpolate_at_sample.at_sample_id.multisample_texture_1 dEQP-GLES31.functional.shaders.multisample_interpolation.interpolate_at_sample.at_sample_id.multisample_texture_2 dEQP-GLES31.functional.shaders.multisample_interpolation.interpolate_at_sample.at_sample_id.multisample_texture_4 dEQP-GLES31.functional.shaders.multisample_interpolation.interpolate_at_sample.at_sample_id.multisample_texture_8 dEQP-GLES31.functional.shaders.multisample_interpolation.interpolate_at_sample.at_sample_id.multisample_texture_16 dEQP-GLES31.functional.shaders.multisample_interpolation.interpolate_at_sample.at_sample_id.multisample_rbo_1 dEQP-GLES31.functional.shaders.multisample_interpolation.interpolate_at_sample.at_sample_id.multisample_rbo_2 dEQP-GLES31.functional.shaders.multisample_interpolation.interpolate_at_sample.at_sample_id.multisample_rbo_4 dEQP-GLES31.functional.shaders.multisample_interpolation.interpolate_at_sample.at_sample_id.multisample_rbo_8 dEQP-GLES31.functional.shaders.multisample_interpolation.interpolate_at_sample.at_sample_id.multisample_rbo_16 dEQP-GLES31.functional.shaders.multisample_interpolation.interpolate_at_offset.at_sample_position.multisample_texture_1 dEQP-GLES31.functional.shaders.multisample_interpolation.interpolate_at_offset.at_sample_position.multisample_texture_2 dEQP-GLES31.functional.shaders.multisample_interpolation.interpolate_at_offset.at_sample_position.multisample_texture_4 dEQP-GLES31.functional.shaders.multisample_interpolation.interpolate_at_offset.at_sample_position.multisample_texture_8 dEQP-GLES31.functional.shaders.multisample_interpolation.interpolate_at_offset.at_sample_position.multisample_texture_16 dEQP-GLES31.functional.shaders.multisample_interpolation.interpolate_at_offset.at_sample_position.multisample_rbo_1 dEQP-GLES31.functional.shaders.multisample_interpolation.interpolate_at_offset.at_sample_position.multisample_rbo_2 dEQP-GLES31.functional.shaders.multisample_interpolation.interpolate_at_offset.at_sample_position.multisample_rbo_4 dEQP-GLES31.functional.shaders.multisample_interpolation.interpolate_at_offset.at_sample_position.multisample_rbo_8 dEQP-GLES31.functional.shaders.multisample_interpolation.interpolate_at_offset.at_sample_position.multisample_rbo_16 Signed-off-by: Erik Faye-Lund <erik.faye-lund@collabora.com> Reviewed-by: Dave Airlie <airlied@redhat.com>
6 years ago
unsigned location;
};
struct vrend_sampler_array {
int first;
int array_size;
};
struct vrend_image_array {
int first;
int array_size;
};
struct vrend_shader_info {
uint32_t samplers_used_mask;
uint32_t images_used_mask;
uint32_t ssbo_used_mask;
int num_consts;
int num_inputs;
int num_interps;
int num_outputs;
int num_ubos;
int ubo_idx[32];
bool ubo_indirect;
uint8_t num_indirect_generic_outputs;
uint8_t num_indirect_patch_outputs;
uint8_t num_indirect_generic_inputs;
uint8_t num_indirect_patch_inputs;
int num_ucp;
int glsl_ver;
bool has_pervertex_out;
shader: emit "sample" keyword If a shader uses TGSI_INTERPOLATE_LOC_SAMPLE, we need to emit the "sample"-keyword for the input-variable in the fragment shader. Since the "sampler"-keyword is a GLSL 4.00 feature, this requires us to enable GL_ARB_gpu_shader5. Unfortunately, opting in carefully on this is a bit trickier than for most other extensions, because we patch up vertex, geometry or tesselation evaluation shader outputs to match the fragment shader inputs. Since the previous patch adds padding for the require-statement directly after the #version string, we can just overwrite that padding with the require statement. This fixes the following tests: dEQP-GLES31.functional.shaders.multisample_interpolation.sample_qualifier.multisample_texture_1 dEQP-GLES31.functional.shaders.multisample_interpolation.sample_qualifier.multisample_texture_2 dEQP-GLES31.functional.shaders.multisample_interpolation.sample_qualifier.multisample_texture_4 dEQP-GLES31.functional.shaders.multisample_interpolation.sample_qualifier.multisample_texture_8 dEQP-GLES31.functional.shaders.multisample_interpolation.sample_qualifier.multisample_texture_16 dEQP-GLES31.functional.shaders.multisample_interpolation.sample_qualifier.multisample_rbo_1 dEQP-GLES31.functional.shaders.multisample_interpolation.sample_qualifier.multisample_rbo_2 dEQP-GLES31.functional.shaders.multisample_interpolation.sample_qualifier.multisample_rbo_4 dEQP-GLES31.functional.shaders.multisample_interpolation.sample_qualifier.multisample_rbo_8 dEQP-GLES31.functional.shaders.multisample_interpolation.sample_qualifier.multisample_rbo_16 dEQP-GLES31.functional.shaders.multisample_interpolation.interpolate_at_sample.at_sample_id.multisample_texture_1 dEQP-GLES31.functional.shaders.multisample_interpolation.interpolate_at_sample.at_sample_id.multisample_texture_2 dEQP-GLES31.functional.shaders.multisample_interpolation.interpolate_at_sample.at_sample_id.multisample_texture_4 dEQP-GLES31.functional.shaders.multisample_interpolation.interpolate_at_sample.at_sample_id.multisample_texture_8 dEQP-GLES31.functional.shaders.multisample_interpolation.interpolate_at_sample.at_sample_id.multisample_texture_16 dEQP-GLES31.functional.shaders.multisample_interpolation.interpolate_at_sample.at_sample_id.multisample_rbo_1 dEQP-GLES31.functional.shaders.multisample_interpolation.interpolate_at_sample.at_sample_id.multisample_rbo_2 dEQP-GLES31.functional.shaders.multisample_interpolation.interpolate_at_sample.at_sample_id.multisample_rbo_4 dEQP-GLES31.functional.shaders.multisample_interpolation.interpolate_at_sample.at_sample_id.multisample_rbo_8 dEQP-GLES31.functional.shaders.multisample_interpolation.interpolate_at_sample.at_sample_id.multisample_rbo_16 dEQP-GLES31.functional.shaders.multisample_interpolation.interpolate_at_offset.at_sample_position.multisample_texture_1 dEQP-GLES31.functional.shaders.multisample_interpolation.interpolate_at_offset.at_sample_position.multisample_texture_2 dEQP-GLES31.functional.shaders.multisample_interpolation.interpolate_at_offset.at_sample_position.multisample_texture_4 dEQP-GLES31.functional.shaders.multisample_interpolation.interpolate_at_offset.at_sample_position.multisample_texture_8 dEQP-GLES31.functional.shaders.multisample_interpolation.interpolate_at_offset.at_sample_position.multisample_texture_16 dEQP-GLES31.functional.shaders.multisample_interpolation.interpolate_at_offset.at_sample_position.multisample_rbo_1 dEQP-GLES31.functional.shaders.multisample_interpolation.interpolate_at_offset.at_sample_position.multisample_rbo_2 dEQP-GLES31.functional.shaders.multisample_interpolation.interpolate_at_offset.at_sample_position.multisample_rbo_4 dEQP-GLES31.functional.shaders.multisample_interpolation.interpolate_at_offset.at_sample_position.multisample_rbo_8 dEQP-GLES31.functional.shaders.multisample_interpolation.interpolate_at_offset.at_sample_position.multisample_rbo_16 Signed-off-by: Erik Faye-Lund <erik.faye-lund@collabora.com> Reviewed-by: Dave Airlie <airlied@redhat.com>
6 years ago
bool has_sample_input;
uint8_t num_clip_out;
uint8_t num_cull_out;
uint32_t shadow_samp_mask;
int gs_out_prim;
int tes_prim;
bool tes_point_mode;
uint32_t attrib_input_mask;
struct vrend_sampler_array *sampler_arrays;
int num_sampler_arrays;
struct vrend_image_array *image_arrays;
int num_image_arrays;
struct pipe_stream_output_info so_info;
struct vrend_interp_info *interpinfo;
char **so_names;
};
struct vrend_shader_key {
uint32_t coord_replace;
bool invert_fs_origin;
bool pstipple_tex;
bool add_alpha_test;
bool color_two_side;
uint8_t alpha_test;
uint8_t clip_plane_enable;
bool gs_present;
bool tcs_present;
bool tes_present;
bool flatshade;
bool prev_stage_pervertex_out;
uint8_t prev_stage_num_clip_out;
uint8_t prev_stage_num_cull_out;
float alpha_ref_val;
uint32_t cbufs_are_a8_bitmask;
uint8_t num_indirect_generic_outputs;
uint8_t num_indirect_patch_outputs;
uint8_t num_indirect_generic_inputs;
uint8_t num_indirect_patch_inputs;
};
struct vrend_shader_cfg {
int glsl_version;
int max_draw_buffers;
bool use_gles;
bool use_core_profile;
bool use_explicit_locations;
};
bool vrend_patch_vertex_shader_interpolants(struct vrend_shader_cfg *cfg,
char *program,
struct vrend_shader_info *vs_info,
struct vrend_shader_info *fs_info,
const char *oprefix, bool flatshade);
char *vrend_convert_shader(struct vrend_shader_cfg *cfg,
const struct tgsi_token *tokens,
struct vrend_shader_key *key,
struct vrend_shader_info *sinfo);
const char *vrend_shader_samplertypeconv(int sampler_type, int *is_shad);
char vrend_shader_samplerreturnconv(enum tgsi_return_type type);
int shader_lookup_sampler_array(struct vrend_shader_info *sinfo, int index);
#endif