/************************************************************************** * * 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