gallium/u_blitter: accelerate stencil-only copying
[mesa.git] / src / gallium / auxiliary / util / u_simple_shaders.c
1 /**************************************************************************
2 *
3 * Copyright 2008 Tungsten Graphics, Inc., Cedar Park, Texas.
4 * All Rights Reserved.
5 * Copyright 2009 Marek Olšák <maraeo@gmail.com>
6 *
7 * Permission is hereby granted, free of charge, to any person obtaining a
8 * copy of this software and associated documentation files (the
9 * "Software"), to deal in the Software without restriction, including
10 * without limitation the rights to use, copy, modify, merge, publish,
11 * distribute, sub license, and/or sell copies of the Software, and to
12 * permit persons to whom the Software is furnished to do so, subject to
13 * the following conditions:
14 *
15 * The above copyright notice and this permission notice (including the
16 * next paragraph) shall be included in all copies or substantial portions
17 * of the Software.
18 *
19 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
20 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
21 * MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT.
22 * IN NO EVENT SHALL TUNGSTEN GRAPHICS AND/OR ITS SUPPLIERS BE LIABLE FOR
23 * ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
24 * TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
25 * SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
26 *
27 **************************************************************************/
28
29 /**
30 * @file
31 * Simple vertex/fragment shader generators.
32 *
33 * @author Brian Paul
34 Marek Olšák
35 */
36
37
38 #include "pipe/p_context.h"
39 #include "pipe/p_shader_tokens.h"
40 #include "pipe/p_state.h"
41 #include "util/u_simple_shaders.h"
42 #include "util/u_debug.h"
43 #include "tgsi/tgsi_ureg.h"
44
45
46
47 /**
48 * Make simple vertex pass-through shader.
49 * \param num_attribs number of attributes to pass through
50 * \param semantic_names array of semantic names for each attribute
51 * \param semantic_indexes array of semantic indexes for each attribute
52 */
53 void *
54 util_make_vertex_passthrough_shader(struct pipe_context *pipe,
55 uint num_attribs,
56 const uint *semantic_names,
57 const uint *semantic_indexes)
58 {
59 return util_make_vertex_passthrough_shader_with_so(pipe, num_attribs,
60 semantic_names,
61 semantic_indexes, NULL);
62 }
63
64 void *
65 util_make_vertex_passthrough_shader_with_so(struct pipe_context *pipe,
66 uint num_attribs,
67 const uint *semantic_names,
68 const uint *semantic_indexes,
69 const struct pipe_stream_output_info *so)
70 {
71 struct ureg_program *ureg;
72 uint i;
73
74 ureg = ureg_create( TGSI_PROCESSOR_VERTEX );
75 if (ureg == NULL)
76 return NULL;
77
78 for (i = 0; i < num_attribs; i++) {
79 struct ureg_src src;
80 struct ureg_dst dst;
81
82 src = ureg_DECL_vs_input( ureg, i );
83
84 dst = ureg_DECL_output( ureg,
85 semantic_names[i],
86 semantic_indexes[i]);
87
88 ureg_MOV( ureg, dst, src );
89 }
90
91 ureg_END( ureg );
92
93 return ureg_create_shader_with_so_and_destroy( ureg, pipe, so );
94 }
95
96
97 /**
98 * Make simple fragment texture shader:
99 * IMM {0,0,0,1} // (if writemask != 0xf)
100 * MOV OUT[0], IMM[0] // (if writemask != 0xf)
101 * TEX OUT[0].writemask, IN[0], SAMP[0], 2D;
102 * END;
103 *
104 * \param tex_target one of PIPE_TEXTURE_x
105 * \parma interp_mode either TGSI_INTERPOLATE_LINEAR or PERSPECTIVE
106 * \param writemask mask of TGSI_WRITEMASK_x
107 */
108 void *
109 util_make_fragment_tex_shader_writemask(struct pipe_context *pipe,
110 unsigned tex_target,
111 unsigned interp_mode,
112 unsigned writemask )
113 {
114 struct ureg_program *ureg;
115 struct ureg_src sampler;
116 struct ureg_src tex;
117 struct ureg_dst out;
118
119 assert(interp_mode == TGSI_INTERPOLATE_LINEAR ||
120 interp_mode == TGSI_INTERPOLATE_PERSPECTIVE);
121
122 ureg = ureg_create( TGSI_PROCESSOR_FRAGMENT );
123 if (ureg == NULL)
124 return NULL;
125
126 sampler = ureg_DECL_sampler( ureg, 0 );
127
128 tex = ureg_DECL_fs_input( ureg,
129 TGSI_SEMANTIC_GENERIC, 0,
130 interp_mode );
131
132 out = ureg_DECL_output( ureg,
133 TGSI_SEMANTIC_COLOR,
134 0 );
135
136 if (writemask != TGSI_WRITEMASK_XYZW) {
137 struct ureg_src imm = ureg_imm4f( ureg, 0, 0, 0, 1 );
138
139 ureg_MOV( ureg, out, imm );
140 }
141
142 ureg_TEX( ureg,
143 ureg_writemask(out, writemask),
144 tex_target, tex, sampler );
145 ureg_END( ureg );
146
147 return ureg_create_shader_and_destroy( ureg, pipe );
148 }
149
150
151 /**
152 * Make a simple fragment shader that sets the output color to a color
153 * taken from a texture.
154 * \param tex_target one of PIPE_TEXTURE_x
155 */
156 void *
157 util_make_fragment_tex_shader(struct pipe_context *pipe, unsigned tex_target,
158 unsigned interp_mode)
159 {
160 return util_make_fragment_tex_shader_writemask( pipe,
161 tex_target,
162 interp_mode,
163 TGSI_WRITEMASK_XYZW );
164 }
165
166
167 /**
168 * Make a simple fragment texture shader which reads an X component from
169 * a texture and writes it as depth.
170 */
171 void *
172 util_make_fragment_tex_shader_writedepth(struct pipe_context *pipe,
173 unsigned tex_target,
174 unsigned interp_mode)
175 {
176 struct ureg_program *ureg;
177 struct ureg_src sampler;
178 struct ureg_src tex;
179 struct ureg_dst out, depth;
180 struct ureg_src imm;
181
182 ureg = ureg_create( TGSI_PROCESSOR_FRAGMENT );
183 if (ureg == NULL)
184 return NULL;
185
186 sampler = ureg_DECL_sampler( ureg, 0 );
187
188 tex = ureg_DECL_fs_input( ureg,
189 TGSI_SEMANTIC_GENERIC, 0,
190 interp_mode );
191
192 out = ureg_DECL_output( ureg,
193 TGSI_SEMANTIC_COLOR,
194 0 );
195
196 depth = ureg_DECL_output( ureg,
197 TGSI_SEMANTIC_POSITION,
198 0 );
199
200 imm = ureg_imm4f( ureg, 0, 0, 0, 1 );
201
202 ureg_MOV( ureg, out, imm );
203
204 ureg_TEX( ureg,
205 ureg_writemask(depth, TGSI_WRITEMASK_Z),
206 tex_target, tex, sampler );
207 ureg_END( ureg );
208
209 return ureg_create_shader_and_destroy( ureg, pipe );
210 }
211
212
213 /**
214 * Make a simple fragment texture shader which reads the texture unit 0 and 1
215 * and writes it as depth and stencil, respectively.
216 */
217 void *
218 util_make_fragment_tex_shader_writedepthstencil(struct pipe_context *pipe,
219 unsigned tex_target,
220 unsigned interp_mode)
221 {
222 struct ureg_program *ureg;
223 struct ureg_src depth_sampler, stencil_sampler;
224 struct ureg_src tex;
225 struct ureg_dst out, depth, stencil;
226 struct ureg_src imm;
227
228 ureg = ureg_create( TGSI_PROCESSOR_FRAGMENT );
229 if (ureg == NULL)
230 return NULL;
231
232 depth_sampler = ureg_DECL_sampler( ureg, 0 );
233 stencil_sampler = ureg_DECL_sampler( ureg, 1 );
234
235 tex = ureg_DECL_fs_input( ureg,
236 TGSI_SEMANTIC_GENERIC, 0,
237 interp_mode );
238
239 out = ureg_DECL_output( ureg,
240 TGSI_SEMANTIC_COLOR,
241 0 );
242
243 depth = ureg_DECL_output( ureg,
244 TGSI_SEMANTIC_POSITION,
245 0 );
246
247 stencil = ureg_DECL_output( ureg,
248 TGSI_SEMANTIC_STENCIL,
249 0 );
250
251 imm = ureg_imm4f( ureg, 0, 0, 0, 1 );
252
253 ureg_MOV( ureg, out, imm );
254
255 ureg_TEX( ureg,
256 ureg_writemask(depth, TGSI_WRITEMASK_Z),
257 tex_target, tex, depth_sampler );
258 ureg_TEX( ureg,
259 ureg_writemask(stencil, TGSI_WRITEMASK_Y),
260 tex_target, tex, stencil_sampler );
261 ureg_END( ureg );
262
263 return ureg_create_shader_and_destroy( ureg, pipe );
264 }
265
266
267 /**
268 * Make a simple fragment texture shader which reads a texture and writes it
269 * as stencil.
270 */
271 void *
272 util_make_fragment_tex_shader_writestencil(struct pipe_context *pipe,
273 unsigned tex_target,
274 unsigned interp_mode)
275 {
276 struct ureg_program *ureg;
277 struct ureg_src stencil_sampler;
278 struct ureg_src tex;
279 struct ureg_dst out, stencil;
280 struct ureg_src imm;
281
282 ureg = ureg_create( TGSI_PROCESSOR_FRAGMENT );
283 if (ureg == NULL)
284 return NULL;
285
286 stencil_sampler = ureg_DECL_sampler( ureg, 0 );
287
288 tex = ureg_DECL_fs_input( ureg,
289 TGSI_SEMANTIC_GENERIC, 0,
290 interp_mode );
291
292 out = ureg_DECL_output( ureg,
293 TGSI_SEMANTIC_COLOR,
294 0 );
295
296 stencil = ureg_DECL_output( ureg,
297 TGSI_SEMANTIC_STENCIL,
298 0 );
299
300 imm = ureg_imm4f( ureg, 0, 0, 0, 1 );
301
302 ureg_MOV( ureg, out, imm );
303
304 ureg_TEX( ureg,
305 ureg_writemask(stencil, TGSI_WRITEMASK_Y),
306 tex_target, tex, stencil_sampler );
307 ureg_END( ureg );
308
309 return ureg_create_shader_and_destroy( ureg, pipe );
310 }
311
312
313 /**
314 * Make simple fragment color pass-through shader.
315 */
316 void *
317 util_make_fragment_passthrough_shader(struct pipe_context *pipe)
318 {
319 return util_make_fragment_cloneinput_shader(pipe, 1, TGSI_SEMANTIC_COLOR,
320 TGSI_INTERPOLATE_PERSPECTIVE);
321 }
322
323
324 /**
325 * Make a fragment shader that copies the input color to N output colors.
326 */
327 void *
328 util_make_fragment_cloneinput_shader(struct pipe_context *pipe, int num_cbufs,
329 int input_semantic,
330 int input_interpolate)
331 {
332 struct ureg_program *ureg;
333 struct ureg_src src;
334 struct ureg_dst dst[PIPE_MAX_COLOR_BUFS];
335 int i;
336
337 assert(num_cbufs <= PIPE_MAX_COLOR_BUFS);
338
339 ureg = ureg_create( TGSI_PROCESSOR_FRAGMENT );
340 if (ureg == NULL)
341 return NULL;
342
343 src = ureg_DECL_fs_input( ureg, input_semantic, 0,
344 input_interpolate );
345
346 for (i = 0; i < num_cbufs; i++)
347 dst[i] = ureg_DECL_output( ureg, TGSI_SEMANTIC_COLOR, i );
348
349 for (i = 0; i < num_cbufs; i++)
350 ureg_MOV( ureg, dst[i], src );
351
352 ureg_END( ureg );
353
354 return ureg_create_shader_and_destroy( ureg, pipe );
355 }