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1/* 2 * Copyright © 2015 Red Hat 3 * 4 * Permission is hereby granted, free of charge, to any person obtaining a 5 * copy of this software and associated documentation files (the "Software"), 6 * to deal in the Software without restriction, including without limitation 7 * the rights to use, copy, modify, merge, publish, distribute, sublicense, 8 * and/or sell copies of the Software, and to permit persons to whom the 9 * Software is furnished to do so, subject to the following conditions: 10 * 11 * The above copyright notice and this permission notice (including the next 12 * paragraph) shall be included in all copies or substantial portions of the 13 * Software. 14 * 15 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR 16 * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, 17 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL 18 * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER 19 * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, 20 * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE 21 * SOFTWARE. 22 */ 23 24#include "nir.h" 25#include "nir_builder.h" 26 27/* Lower glBitmap(). 28 * 29 * This is based on the logic in st_get_bitmap_shader() in TGSI compiler. 30 * From st_cb_bitmap.c: 31 * 32 * glBitmaps are drawn as textured quads. The user's bitmap pattern 33 * is stored in a texture image. An alpha8 texture format is used. 34 * The fragment shader samples a bit (texel) from the texture, then 35 * discards the fragment if the bit is off. 36 * 37 * Note that we actually store the inverse image of the bitmap to 38 * simplify the fragment program. An "on" bit gets stored as texel=0x0 39 * and an "off" bit is stored as texel=0xff. Then we kill the 40 * fragment if the negated texel value is less than zero. 41 * 42 * Note that the texture format will be, according to what driver supports, 43 * in order of preference (with swizzle): 44 * 45 * I8_UNORM - .xxxx 46 * A8_UNORM - .000x 47 * L8_UNORM - .xxx1 48 * 49 * If L8_UNORM, options->swizzle_xxxx is true. Otherwise we can just use 50 * the .w comp. 51 */ 52 53static void 54lower_bitmap(nir_shader *shader, nir_builder *b, 55 const nir_lower_bitmap_options *options) 56{ 57 nir_def *texcoord; 58 nir_tex_instr *tex; 59 nir_def *cond; 60 61 nir_def *baryc = 62 nir_load_barycentric_pixel(b, 32, .interp_mode = INTERP_MODE_SMOOTH); 63 texcoord = nir_load_interpolated_input(b, 4, 32, baryc, nir_imm_int(b, 0), 64 .io_semantics.location = VARYING_SLOT_TEX0); 65 66 const struct glsl_type *sampler2D = 67 glsl_sampler_type(GLSL_SAMPLER_DIM_2D, false, false, GLSL_TYPE_FLOAT); 68 69 nir_variable *tex_var = 70 nir_variable_create(shader, nir_var_uniform, sampler2D, "bitmap_tex"); 71 tex_var->data.binding = options->sampler; 72 tex_var->data.explicit_binding = true; 73 tex_var->data.how_declared = nir_var_hidden; 74 75 nir_deref_instr *tex_deref = nir_build_deref_var(b, tex_var); 76 77 tex = nir_tex_instr_create(shader, 3); 78 tex->op = nir_texop_tex; 79 tex->sampler_dim = GLSL_SAMPLER_DIM_2D; 80 tex->coord_components = 2; 81 tex->dest_type = nir_type_float32; 82 tex->src[0] = nir_tex_src_for_ssa(nir_tex_src_texture_deref, 83 &tex_deref->def); 84 tex->src[1] = nir_tex_src_for_ssa(nir_tex_src_sampler_deref, 85 &tex_deref->def); 86 tex->src[2] = nir_tex_src_for_ssa(nir_tex_src_coord, 87 nir_trim_vector(b, texcoord, tex->coord_components)); 88 89 nir_def_init(&tex->instr, &tex->def, 4, 32); 90 nir_builder_instr_insert(b, &tex->instr); 91 92 /* kill if tex != 0.0.. take .x or .w channel according to format: */ 93 cond = nir_fneu_imm(b, nir_channel(b, &tex->def, options->swizzle_xxxx ? 0 : 3), 94 0.0); 95 96 nir_discard_if(b, cond); 97 98 shader->info.fs.uses_discard = true; 99} 100 101static void 102lower_bitmap_impl(nir_function_impl *impl, 103 const nir_lower_bitmap_options *options) 104{ 105 nir_builder b = nir_builder_at(nir_before_impl(impl)); 106 107 lower_bitmap(impl->function->shader, &b, options); 108 109 nir_metadata_preserve(impl, nir_metadata_control_flow); 110} 111 112bool 113nir_lower_bitmap(nir_shader *shader, 114 const nir_lower_bitmap_options *options) 115{ 116 assert(shader->info.stage == MESA_SHADER_FRAGMENT); 117 assert(shader->info.io_lowered); 118 119 lower_bitmap_impl(nir_shader_get_entrypoint(shader), options); 120 return true; 121}