st/vega: Move masking after blending.

Masking should happen after blending.  The shader is not entirely
correct, but leave it as is for now.
This commit is contained in:
Chia-I Wu 2010-12-04 11:23:41 +08:00
parent 3b4c888653
commit a19eaaa6c1
4 changed files with 58 additions and 58 deletions

View file

@ -173,38 +173,6 @@ paint_degenerate( struct ureg_program *ureg,
ureg_TEX(ureg, *out, TGSI_TEXTURE_1D, ureg_src(temp[1]), sampler[0]);
}
static INLINE void
color_transform( struct ureg_program *ureg,
struct ureg_dst *out,
struct ureg_src *in,
struct ureg_src *sampler,
struct ureg_dst *temp,
struct ureg_src *constant)
{
ureg_MAD(ureg, temp[1], ureg_src(temp[0]), constant[0], constant[1]);
/* clamp to [0.0f, 1.0f] */
ureg_CLAMP(ureg, temp[1],
ureg_src(temp[1]),
ureg_scalar(constant[3], TGSI_SWIZZLE_X),
ureg_scalar(constant[3], TGSI_SWIZZLE_Y));
ureg_MOV(ureg, *out, ureg_src(temp[1]));
}
static INLINE void
mask( struct ureg_program *ureg,
struct ureg_dst *out,
struct ureg_src *in,
struct ureg_src *sampler,
struct ureg_dst *temp,
struct ureg_src *constant)
{
ureg_TEX(ureg, temp[1], TGSI_TEXTURE_2D, in[0], sampler[1]);
ureg_MUL(ureg, ureg_writemask(temp[0], TGSI_WRITEMASK_W),
ureg_scalar(ureg_src(temp[0]), TGSI_SWIZZLE_W),
ureg_scalar(ureg_src(temp[1]), TGSI_SWIZZLE_W));
ureg_MOV(ureg, *out, ureg_src(temp[0]));
}
static INLINE void
image_normal( struct ureg_program *ureg,
struct ureg_dst *out,
@ -242,6 +210,23 @@ image_stencil( struct ureg_program *ureg,
ureg_MUL(ureg, *out, ureg_src(temp[0]), ureg_src(temp[1]));
}
static INLINE void
color_transform( struct ureg_program *ureg,
struct ureg_dst *out,
struct ureg_src *in,
struct ureg_src *sampler,
struct ureg_dst *temp,
struct ureg_src *constant)
{
ureg_MAD(ureg, temp[1], ureg_src(temp[0]), constant[0], constant[1]);
/* clamp to [0.0f, 1.0f] */
ureg_CLAMP(ureg, temp[1],
ureg_src(temp[1]),
ureg_scalar(constant[3], TGSI_SWIZZLE_X),
ureg_scalar(constant[3], TGSI_SWIZZLE_Y));
ureg_MOV(ureg, *out, ureg_src(temp[1]));
}
/**
* Emit instructions for the specified blend mode. Colors should be
* premultiplied. Two temporary registers are required.
@ -395,6 +380,21 @@ blend_lighten( struct ureg_program *ureg,
temp + 2);
}
static INLINE void
mask( struct ureg_program *ureg,
struct ureg_dst *out,
struct ureg_src *in,
struct ureg_src *sampler,
struct ureg_dst *temp,
struct ureg_src *constant)
{
ureg_TEX(ureg, temp[1], TGSI_TEXTURE_2D, in[0], sampler[1]);
ureg_MUL(ureg, ureg_writemask(temp[0], TGSI_WRITEMASK_W),
ureg_scalar(ureg_src(temp[0]), TGSI_SWIZZLE_W),
ureg_scalar(ureg_src(temp[1]), TGSI_SWIZZLE_W));
ureg_MOV(ureg, *out, ureg_src(temp[0]));
}
static INLINE void
premultiply( struct ureg_program *ureg,
struct ureg_dst *out,
@ -500,11 +500,6 @@ static const struct shader_asm_info shaders_color_transform_asm[] = {
VG_FALSE, 0, 4, 0, 0, 0, 2}
};
static const struct shader_asm_info shaders_mask_asm[] = {
{VEGA_MASK_SHADER, mask,
VG_TRUE, 0, 0, 1, 1, 0, 2}
};
/* extra blend modes */
static const struct shader_asm_info shaders_blend_asm[] = {
{VEGA_BLEND_MULTIPLY_SHADER, blend_multiply,
@ -517,6 +512,11 @@ static const struct shader_asm_info shaders_blend_asm[] = {
VG_TRUE, 3, 1, 2, 1, 0, 4},
};
static const struct shader_asm_info shaders_mask_asm[] = {
{VEGA_MASK_SHADER, mask,
VG_TRUE, 0, 0, 1, 1, 0, 2}
};
/* premultiply */
static const struct shader_asm_info shaders_premultiply_asm[] = {
{VEGA_PREMULTIPLY_SHADER, premultiply,

View file

@ -255,9 +255,6 @@ static void setup_shader_program(struct shader *shader)
if (shader->color_transform)
shader_id |= VEGA_COLOR_TRANSFORM_SHADER;
if (shader->masking)
shader_id |= VEGA_MASK_SHADER;
switch(blend_mode) {
case VG_BLEND_MULTIPLY:
shader_id |= VEGA_BLEND_MULTIPLY_SHADER;
@ -276,6 +273,9 @@ static void setup_shader_program(struct shader *shader)
break;
}
if (shader->masking)
shader_id |= VEGA_MASK_SHADER;
if (black_white)
shader_id |= VEGA_BW_SHADER;

View file

@ -53,8 +53,8 @@
* 1) Paint generation (color/gradient/pattern)
* 2) Image composition (normal/multiply/stencil)
* 3) Color transform
* 4) Mask
* 5) Extended blend (multiply/screen/darken/lighten)
* 4) Extended blend (multiply/screen/darken/lighten)
* 5) Mask
* 6) Premultiply/Unpremultiply
* 7) Color transform (to black and white)
*/
@ -301,10 +301,13 @@ create_shader(struct pipe_context *pipe,
}
/* fourth stage */
sh = SHADERS_GET_MASK_SHADER(id);
sh = SHADERS_GET_BLEND_SHADER(id);
switch (sh) {
case VEGA_MASK_SHADER:
shaders[idx] = &shaders_mask_asm[(sh >> SHADERS_MASK_SHIFT) - 1];
case VEGA_BLEND_MULTIPLY_SHADER:
case VEGA_BLEND_SCREEN_SHADER:
case VEGA_BLEND_DARKEN_SHADER:
case VEGA_BLEND_LIGHTEN_SHADER:
shaders[idx] = &shaders_blend_asm[(sh >> SHADERS_BLEND_SHIFT) - 1];
assert(shaders[idx]->id == sh);
idx++;
break;
@ -313,13 +316,10 @@ create_shader(struct pipe_context *pipe,
}
/* fifth stage */
sh = SHADERS_GET_BLEND_SHADER(id);
sh = SHADERS_GET_MASK_SHADER(id);
switch (sh) {
case VEGA_BLEND_MULTIPLY_SHADER:
case VEGA_BLEND_SCREEN_SHADER:
case VEGA_BLEND_DARKEN_SHADER:
case VEGA_BLEND_LIGHTEN_SHADER:
shaders[idx] = &shaders_blend_asm[(sh >> SHADERS_BLEND_SHIFT) - 1];
case VEGA_MASK_SHADER:
shaders[idx] = &shaders_mask_asm[(sh >> SHADERS_MASK_SHIFT) - 1];
assert(shaders[idx]->id == sh);
idx++;
break;

View file

@ -36,17 +36,17 @@ struct shaders_cache;
#define _SHADERS_PAINT_BITS 3
#define _SHADERS_IMAGE_BITS 2
#define _SHADERS_COLOR_TRANSFORM_BITS 1
#define _SHADERS_MASK_BITS 1
#define _SHADERS_BLEND_BITS 3
#define _SHADERS_MASK_BITS 1
#define _SHADERS_PREMULTIPLY_BITS 2
#define _SHADERS_BW_BITS 1
#define SHADERS_PAINT_SHIFT (0)
#define SHADERS_IMAGE_SHIFT (SHADERS_PAINT_SHIFT + _SHADERS_PAINT_BITS)
#define SHADERS_COLOR_TRANSFORM_SHIFT (SHADERS_IMAGE_SHIFT + _SHADERS_IMAGE_BITS)
#define SHADERS_MASK_SHIFT (SHADERS_COLOR_TRANSFORM_SHIFT + _SHADERS_COLOR_TRANSFORM_BITS)
#define SHADERS_BLEND_SHIFT (SHADERS_MASK_SHIFT + _SHADERS_MASK_BITS)
#define SHADERS_PREMULTIPLY_SHIFT (SHADERS_BLEND_SHIFT + _SHADERS_BLEND_BITS)
#define SHADERS_BLEND_SHIFT (SHADERS_COLOR_TRANSFORM_SHIFT + _SHADERS_COLOR_TRANSFORM_BITS)
#define SHADERS_MASK_SHIFT (SHADERS_BLEND_SHIFT + _SHADERS_BLEND_BITS)
#define SHADERS_PREMULTIPLY_SHIFT (SHADERS_MASK_SHIFT + _SHADERS_MASK_BITS)
#define SHADERS_BW_SHIFT (SHADERS_PREMULTIPLY_SHIFT + _SHADERS_PREMULTIPLY_BITS)
#define _SHADERS_GET_STAGE(stage, id) \
@ -55,8 +55,8 @@ struct shaders_cache;
#define SHADERS_GET_PAINT_SHADER(id) _SHADERS_GET_STAGE(PAINT, id)
#define SHADERS_GET_IMAGE_SHADER(id) _SHADERS_GET_STAGE(IMAGE, id)
#define SHADERS_GET_COLOR_TRANSFORM_SHADER(id) _SHADERS_GET_STAGE(COLOR_TRANSFORM, id)
#define SHADERS_GET_MASK_SHADER(id) _SHADERS_GET_STAGE(MASK, id)
#define SHADERS_GET_BLEND_SHADER(id) _SHADERS_GET_STAGE(BLEND, id)
#define SHADERS_GET_MASK_SHADER(id) _SHADERS_GET_STAGE(MASK, id)
#define SHADERS_GET_PREMULTIPLY_SHADER(id) _SHADERS_GET_STAGE(PREMULTIPLY, id)
#define SHADERS_GET_BW_SHADER(id) _SHADERS_GET_STAGE(BW, id)
@ -73,13 +73,13 @@ enum VegaShaderType {
VEGA_COLOR_TRANSFORM_SHADER = 1 << SHADERS_COLOR_TRANSFORM_SHIFT,
VEGA_MASK_SHADER = 1 << SHADERS_MASK_SHIFT,
VEGA_BLEND_MULTIPLY_SHADER = 1 << SHADERS_BLEND_SHIFT,
VEGA_BLEND_SCREEN_SHADER = 2 << SHADERS_BLEND_SHIFT,
VEGA_BLEND_DARKEN_SHADER = 3 << SHADERS_BLEND_SHIFT,
VEGA_BLEND_LIGHTEN_SHADER = 4 << SHADERS_BLEND_SHIFT,
VEGA_MASK_SHADER = 1 << SHADERS_MASK_SHIFT,
VEGA_PREMULTIPLY_SHADER = 1 << SHADERS_PREMULTIPLY_SHIFT,
VEGA_UNPREMULTIPLY_SHADER = 2 << SHADERS_PREMULTIPLY_SHIFT,