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/**************************************************************************
*
* Copyright 2009 VMware, Inc. All Rights Reserved.
*
* 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, sub license, 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 (including the
* next paragraph) 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 NON-INFRINGEMENT.
* IN NO EVENT SHALL VMWARE AND/OR ITS SUPPLIERS 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 SHADERS_CACHE_H
#define SHADERS_CACHE_H
struct vg_context;
struct pipe_context;
struct tgsi_token;
struct shaders_cache;
#define _SHADERS_PAINT_BITS 3
#define _SHADERS_IMAGE_BITS 2
#define _SHADERS_COLOR_TRANSFORM_BITS 1
#define _SHADERS_ALPHA_BITS 2
#define _SHADERS_BLEND_BITS 4
#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_ALPHA_SHIFT (SHADERS_COLOR_TRANSFORM_SHIFT + _SHADERS_COLOR_TRANSFORM_BITS)
#define SHADERS_BLEND_SHIFT (SHADERS_ALPHA_SHIFT + _SHADERS_ALPHA_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) \
((id) & (((1 << _SHADERS_ ## stage ## _BITS) - 1) << SHADERS_ ## stage ## _SHIFT))
#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_ALPHA_SHADER(id) _SHADERS_GET_STAGE(ALPHA, 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)
enum VegaShaderType {
VEGA_SOLID_FILL_SHADER = 1 << SHADERS_PAINT_SHIFT,
VEGA_LINEAR_GRADIENT_SHADER = 2 << SHADERS_PAINT_SHIFT,
VEGA_RADIAL_GRADIENT_SHADER = 3 << SHADERS_PAINT_SHIFT,
VEGA_PATTERN_SHADER = 4 << SHADERS_PAINT_SHIFT,
VEGA_PAINT_DEGENERATE_SHADER = 5 << SHADERS_PAINT_SHIFT,
VEGA_IMAGE_NORMAL_SHADER = 1 << SHADERS_IMAGE_SHIFT,
VEGA_IMAGE_MULTIPLY_SHADER = 2 << SHADERS_IMAGE_SHIFT,
VEGA_IMAGE_STENCIL_SHADER = 3 << SHADERS_IMAGE_SHIFT,
VEGA_COLOR_TRANSFORM_SHADER = 1 << SHADERS_COLOR_TRANSFORM_SHIFT,
VEGA_ALPHA_NORMAL_SHADER = 1 << SHADERS_ALPHA_SHIFT,
VEGA_ALPHA_PER_CHANNEL_SHADER = 2 << SHADERS_ALPHA_SHIFT,
VEGA_BLEND_SRC_SHADER = 1 << SHADERS_BLEND_SHIFT,
VEGA_BLEND_SRC_OVER_SHADER = 2 << SHADERS_BLEND_SHIFT,
VEGA_BLEND_DST_OVER_SHADER = 3 << SHADERS_BLEND_SHIFT,
VEGA_BLEND_SRC_IN_SHADER = 4 << SHADERS_BLEND_SHIFT,
VEGA_BLEND_DST_IN_SHADER = 5 << SHADERS_BLEND_SHIFT,
VEGA_BLEND_MULTIPLY_SHADER = 6 << SHADERS_BLEND_SHIFT,
VEGA_BLEND_SCREEN_SHADER = 7 << SHADERS_BLEND_SHIFT,
VEGA_BLEND_DARKEN_SHADER = 8 << SHADERS_BLEND_SHIFT,
VEGA_BLEND_LIGHTEN_SHADER = 9 << SHADERS_BLEND_SHIFT,
VEGA_BLEND_ADDITIVE_SHADER = 10<< SHADERS_BLEND_SHIFT,
VEGA_MASK_SHADER = 1 << SHADERS_MASK_SHIFT,
VEGA_PREMULTIPLY_SHADER = 1 << SHADERS_PREMULTIPLY_SHIFT,
VEGA_UNPREMULTIPLY_SHADER = 2 << SHADERS_PREMULTIPLY_SHIFT,
VEGA_BW_SHADER = 1 << SHADERS_BW_SHIFT
};
struct vg_shader {
void *driver;
struct tgsi_token *tokens;
int type;/* PIPE_SHADER_VERTEX, PIPE_SHADER_FRAGMENT */
};
struct shaders_cache *shaders_cache_create(struct vg_context *pipe);
void shaders_cache_destroy(struct shaders_cache *sc);
void *shaders_cache_fill(struct shaders_cache *sc,
int shader_key);
struct vg_shader *shader_create_from_text(struct pipe_context *pipe,
const char *txt, int num_tokens,
int type);
void vg_shader_destroy(struct vg_context *ctx, struct vg_shader *shader);
#endif
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