st/mesa: add a fallback for clear_with_quad when no vs_layer
[mesa.git] / src / gallium / auxiliary / util / u_simple_shaders.c
index 0d706f9449d9b0cd485126e538210c0537f29ef9..edb30379b31a7823a2e1cf2a441a0de5855344c3 100644 (file)
@@ -1,7 +1,8 @@
 /**************************************************************************
  *
- * Copyright 2008 Tungsten Graphics, Inc., Cedar Park, Texas.
+ * Copyright 2008 VMware, Inc.
  * All Rights Reserved.
+ * Copyright 2009 Marek Olšák <maraeo@gmail.com>
  *
  * Permission is hereby granted, free of charge, to any person obtaining a
  * copy of this software and associated documentation files (the
@@ -18,7 +19,7 @@
  * 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 TUNGSTEN GRAPHICS AND/OR ITS SUPPLIERS BE LIABLE FOR
+ * 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.
  * Simple vertex/fragment shader generators.
  *  
  * @author Brian Paul
+           Marek Olšák
  */
 
 
 #include "pipe/p_context.h"
 #include "pipe/p_shader_tokens.h"
+#include "pipe/p_state.h"
 #include "util/u_simple_shaders.h"
+#include "util/u_debug.h"
+#include "util/u_memory.h"
+#include "tgsi/tgsi_dump.h"
+#include "tgsi/tgsi_strings.h"
 #include "tgsi/tgsi_ureg.h"
+#include "tgsi/tgsi_text.h"
+#include <stdio.h> /* include last */
 
 
 
 /**
  * Make simple vertex pass-through shader.
+ * \param num_attribs  number of attributes to pass through
+ * \param semantic_names  array of semantic names for each attribute
+ * \param semantic_indexes  array of semantic indexes for each attribute
  */
 void *
 util_make_vertex_passthrough_shader(struct pipe_context *pipe,
                                     uint num_attribs,
                                     const uint *semantic_names,
-                                    const uint *semantic_indexes)
-                                    
+                                    const uint *semantic_indexes,
+                                    bool window_space)
+{
+   return util_make_vertex_passthrough_shader_with_so(pipe, num_attribs,
+                                                      semantic_names,
+                                                      semantic_indexes,
+                                                      window_space, NULL);
+}
+
+void *
+util_make_vertex_passthrough_shader_with_so(struct pipe_context *pipe,
+                                    uint num_attribs,
+                                    const uint *semantic_names,
+                                    const uint *semantic_indexes,
+                                    bool window_space,
+                                   const struct pipe_stream_output_info *so)
 {
    struct ureg_program *ureg;
    uint i;
@@ -57,6 +83,9 @@ util_make_vertex_passthrough_shader(struct pipe_context *pipe,
    if (ureg == NULL)
       return NULL;
 
+   if (window_space)
+      ureg_property(ureg, TGSI_PROPERTY_VS_WINDOW_SPACE_POSITION, TRUE);
+
    for (i = 0; i < num_attribs; i++) {
       struct ureg_src src;
       struct ureg_dst dst;
@@ -72,11 +101,105 @@ util_make_vertex_passthrough_shader(struct pipe_context *pipe,
 
    ureg_END( ureg );
 
-   return ureg_create_shader_and_destroy( ureg, pipe );
+   return ureg_create_shader_with_so_and_destroy( ureg, pipe, so );
 }
 
 
+void *util_make_layered_clear_vertex_shader(struct pipe_context *pipe)
+{
+   static const char text[] =
+         "VERT\n"
+         "DCL IN[0]\n"
+         "DCL IN[1]\n"
+         "DCL SV[0], INSTANCEID\n"
+         "DCL OUT[0], POSITION\n"
+         "DCL OUT[1], GENERIC[0]\n"
+         "DCL OUT[2], LAYER\n"
 
+         "MOV OUT[0], IN[0]\n"
+         "MOV OUT[1], IN[1]\n"
+         "MOV OUT[2], SV[0]\n"
+         "END\n";
+   struct tgsi_token tokens[1000];
+   struct pipe_shader_state state = {tokens};
+
+   if (!tgsi_text_translate(text, tokens, Elements(tokens))) {
+      assert(0);
+      return NULL;
+   }
+   return pipe->create_vs_state(pipe, &state);
+}
+
+/**
+ * Takes position and color, and outputs position, color, and instance id.
+ */
+void *util_make_layered_clear_helper_vertex_shader(struct pipe_context *pipe)
+{
+   static const char text[] =
+         "VERT\n"
+         "DCL IN[0]\n"
+         "DCL IN[1]\n"
+         "DCL SV[0], INSTANCEID\n"
+         "DCL OUT[0], POSITION\n"
+         "DCL OUT[1], GENERIC[0]\n"
+         "DCL OUT[2], GENERIC[1]\n"
+
+         "MOV OUT[0], IN[0]\n"
+         "MOV OUT[1], IN[1]\n"
+         "MOV OUT[2].x, SV[0].xxxx\n"
+         "END\n";
+   struct tgsi_token tokens[1000];
+   struct pipe_shader_state state = {tokens};
+
+   if (!tgsi_text_translate(text, tokens, Elements(tokens))) {
+      assert(0);
+      return NULL;
+   }
+   return pipe->create_vs_state(pipe, &state);
+}
+
+/**
+ * Takes position, color, and target layer, and emits vertices on that target
+ * layer, with the specified color.
+ */
+void *util_make_layered_clear_geometry_shader(struct pipe_context *pipe)
+{
+   static const char text[] =
+      "GEOM\n"
+      "PROPERTY GS_INPUT_PRIMITIVE TRIANGLES\n"
+      "PROPERTY GS_OUTPUT_PRIMITIVE TRIANGLE_STRIP\n"
+      "PROPERTY GS_MAX_OUTPUT_VERTICES 3\n"
+      "PROPERTY GS_INVOCATIONS 1\n"
+      "DCL IN[][0], POSITION\n" /* position */
+      "DCL IN[][1], GENERIC[0]\n" /* color */
+      "DCL IN[][2], GENERIC[1]\n" /* vs invocation */
+      "DCL OUT[0], POSITION\n"
+      "DCL OUT[1], GENERIC[0]\n"
+      "DCL OUT[2], LAYER\n"
+      "IMM[0] INT32 {0, 0, 0, 0}\n"
+
+      "MOV OUT[0], IN[0][0]\n"
+      "MOV OUT[1], IN[0][1]\n"
+      "MOV OUT[2].x, IN[0][2].xxxx\n"
+      "EMIT IMM[0].xxxx\n"
+      "MOV OUT[0], IN[1][0]\n"
+      "MOV OUT[1], IN[1][1]\n"
+      "MOV OUT[2].x, IN[1][2].xxxx\n"
+      "EMIT IMM[0].xxxx\n"
+      "MOV OUT[0], IN[2][0]\n"
+      "MOV OUT[1], IN[2][1]\n"
+      "MOV OUT[2].x, IN[2][2].xxxx\n"
+      "EMIT IMM[0].xxxx\n"
+      "END\n";
+   struct tgsi_token tokens[1000];
+   struct pipe_shader_state state = {tokens};
+
+   if (!tgsi_text_translate(text, tokens, Elements(tokens))) {
+      assert(0);
+      return NULL;
+   }
+   return pipe->create_gs_state(pipe, &state);
+}
 
 /**
  * Make simple fragment texture shader:
@@ -84,9 +207,15 @@ util_make_vertex_passthrough_shader(struct pipe_context *pipe,
  *  MOV OUT[0], IMM[0]                    // (if writemask != 0xf)
  *  TEX OUT[0].writemask, IN[0], SAMP[0], 2D;
  *  END;
+ *
+ * \param tex_target  one of PIPE_TEXTURE_x
+ * \parma interp_mode  either TGSI_INTERPOLATE_LINEAR or PERSPECTIVE
+ * \param writemask  mask of TGSI_WRITEMASK_x
  */
 void *
 util_make_fragment_tex_shader_writemask(struct pipe_context *pipe,
+                                        unsigned tex_target,
+                                        unsigned interp_mode,
                                         unsigned writemask )
 {
    struct ureg_program *ureg;
@@ -94,6 +223,9 @@ util_make_fragment_tex_shader_writemask(struct pipe_context *pipe,
    struct ureg_src tex;
    struct ureg_dst out;
 
+   assert(interp_mode == TGSI_INTERPOLATE_LINEAR ||
+          interp_mode == TGSI_INTERPOLATE_PERSPECTIVE);
+
    ureg = ureg_create( TGSI_PROCESSOR_FRAGMENT );
    if (ureg == NULL)
       return NULL;
@@ -102,50 +234,552 @@ util_make_fragment_tex_shader_writemask(struct pipe_context *pipe,
 
    tex = ureg_DECL_fs_input( ureg, 
                              TGSI_SEMANTIC_GENERIC, 0, 
-                             TGSI_INTERPOLATE_PERSPECTIVE );
+                             interp_mode );
 
    out = ureg_DECL_output( ureg, 
                            TGSI_SEMANTIC_COLOR,
                            0 );
 
-   ureg_TEX( ureg, out, TGSI_TEXTURE_2D, tex, sampler );
+   if (writemask != TGSI_WRITEMASK_XYZW) {
+      struct ureg_src imm = ureg_imm4f( ureg, 0, 0, 0, 1 );
+
+      ureg_MOV( ureg, out, imm );
+   }
+
+   ureg_TEX( ureg, 
+             ureg_writemask(out, writemask),
+             tex_target, tex, sampler );
    ureg_END( ureg );
 
    return ureg_create_shader_and_destroy( ureg, pipe );
 }
 
+
+/**
+ * Make a simple fragment shader that sets the output color to a color
+ * taken from a texture.
+ * \param tex_target  one of PIPE_TEXTURE_x
+ */
 void *
-util_make_fragment_tex_shader(struct pipe_context *pipe )
+util_make_fragment_tex_shader(struct pipe_context *pipe, unsigned tex_target,
+                              unsigned interp_mode)
 {
    return util_make_fragment_tex_shader_writemask( pipe,
+                                                   tex_target,
+                                                   interp_mode,
                                                    TGSI_WRITEMASK_XYZW );
 }
 
 
+/**
+ * Make a simple fragment texture shader which reads an X component from
+ * a texture and writes it as depth.
+ */
+void *
+util_make_fragment_tex_shader_writedepth(struct pipe_context *pipe,
+                                         unsigned tex_target,
+                                         unsigned interp_mode)
+{
+   struct ureg_program *ureg;
+   struct ureg_src sampler;
+   struct ureg_src tex;
+   struct ureg_dst out, depth;
+   struct ureg_src imm;
+
+   ureg = ureg_create( TGSI_PROCESSOR_FRAGMENT );
+   if (ureg == NULL)
+      return NULL;
+
+   sampler = ureg_DECL_sampler( ureg, 0 );
+
+   tex = ureg_DECL_fs_input( ureg,
+                             TGSI_SEMANTIC_GENERIC, 0,
+                             interp_mode );
+
+   out = ureg_DECL_output( ureg,
+                           TGSI_SEMANTIC_COLOR,
+                           0 );
+
+   depth = ureg_DECL_output( ureg,
+                             TGSI_SEMANTIC_POSITION,
+                             0 );
+
+   imm = ureg_imm4f( ureg, 0, 0, 0, 1 );
+
+   ureg_MOV( ureg, out, imm );
+
+   ureg_TEX( ureg,
+             ureg_writemask(depth, TGSI_WRITEMASK_Z),
+             tex_target, tex, sampler );
+   ureg_END( ureg );
+
+   return ureg_create_shader_and_destroy( ureg, pipe );
+}
+
+
+/**
+ * Make a simple fragment texture shader which reads the texture unit 0 and 1
+ * and writes it as depth and stencil, respectively.
+ */
+void *
+util_make_fragment_tex_shader_writedepthstencil(struct pipe_context *pipe,
+                                                unsigned tex_target,
+                                                unsigned interp_mode)
+{
+   struct ureg_program *ureg;
+   struct ureg_src depth_sampler, stencil_sampler;
+   struct ureg_src tex;
+   struct ureg_dst out, depth, stencil;
+   struct ureg_src imm;
+
+   ureg = ureg_create( TGSI_PROCESSOR_FRAGMENT );
+   if (ureg == NULL)
+      return NULL;
+
+   depth_sampler = ureg_DECL_sampler( ureg, 0 );
+   stencil_sampler = ureg_DECL_sampler( ureg, 1 );
+
+   tex = ureg_DECL_fs_input( ureg,
+                             TGSI_SEMANTIC_GENERIC, 0,
+                             interp_mode );
+
+   out = ureg_DECL_output( ureg,
+                           TGSI_SEMANTIC_COLOR,
+                           0 );
+
+   depth = ureg_DECL_output( ureg,
+                             TGSI_SEMANTIC_POSITION,
+                             0 );
+
+   stencil = ureg_DECL_output( ureg,
+                             TGSI_SEMANTIC_STENCIL,
+                             0 );
+
+   imm = ureg_imm4f( ureg, 0, 0, 0, 1 );
+
+   ureg_MOV( ureg, out, imm );
+
+   ureg_TEX( ureg,
+             ureg_writemask(depth, TGSI_WRITEMASK_Z),
+             tex_target, tex, depth_sampler );
+   ureg_TEX( ureg,
+             ureg_writemask(stencil, TGSI_WRITEMASK_Y),
+             tex_target, tex, stencil_sampler );
+   ureg_END( ureg );
+
+   return ureg_create_shader_and_destroy( ureg, pipe );
+}
+
 
 /**
- * Make simple fragment color pass-through shader.
+ * Make a simple fragment texture shader which reads a texture and writes it
+ * as stencil.
  */
 void *
-util_make_fragment_passthrough_shader(struct pipe_context *pipe)
+util_make_fragment_tex_shader_writestencil(struct pipe_context *pipe,
+                                           unsigned tex_target,
+                                           unsigned interp_mode)
+{
+   struct ureg_program *ureg;
+   struct ureg_src stencil_sampler;
+   struct ureg_src tex;
+   struct ureg_dst out, stencil;
+   struct ureg_src imm;
+
+   ureg = ureg_create( TGSI_PROCESSOR_FRAGMENT );
+   if (ureg == NULL)
+      return NULL;
+
+   stencil_sampler = ureg_DECL_sampler( ureg, 0 );
+
+   tex = ureg_DECL_fs_input( ureg,
+                             TGSI_SEMANTIC_GENERIC, 0,
+                             interp_mode );
+
+   out = ureg_DECL_output( ureg,
+                           TGSI_SEMANTIC_COLOR,
+                           0 );
+
+   stencil = ureg_DECL_output( ureg,
+                             TGSI_SEMANTIC_STENCIL,
+                             0 );
+
+   imm = ureg_imm4f( ureg, 0, 0, 0, 1 );
+
+   ureg_MOV( ureg, out, imm );
+
+   ureg_TEX( ureg,
+             ureg_writemask(stencil, TGSI_WRITEMASK_Y),
+             tex_target, tex, stencil_sampler );
+   ureg_END( ureg );
+
+   return ureg_create_shader_and_destroy( ureg, pipe );
+}
+
+
+/**
+ * Make simple fragment color pass-through shader that replicates OUT[0]
+ * to all bound colorbuffers.
+ */
+void *
+util_make_fragment_passthrough_shader(struct pipe_context *pipe,
+                                      int input_semantic,
+                                      int input_interpolate,
+                                      boolean write_all_cbufs)
+{
+   static const char shader_templ[] =
+         "FRAG\n"
+         "%s"
+         "DCL IN[0], %s[0], %s\n"
+         "DCL OUT[0], COLOR[0]\n"
+
+         "MOV OUT[0], IN[0]\n"
+         "END\n";
+
+   char text[sizeof(shader_templ)+100];
+   struct tgsi_token tokens[1000];
+   struct pipe_shader_state state = {tokens};
+
+   sprintf(text, shader_templ,
+           write_all_cbufs ? "PROPERTY FS_COLOR0_WRITES_ALL_CBUFS 1\n" : "",
+           tgsi_semantic_names[input_semantic],
+           tgsi_interpolate_names[input_interpolate]);
+
+   if (!tgsi_text_translate(text, tokens, Elements(tokens))) {
+      assert(0);
+      return NULL;
+   }
+#if 0
+   tgsi_dump(state.tokens, 0);
+#endif
+
+   return pipe->create_fs_state(pipe, &state);
+}
+
+
+void *
+util_make_empty_fragment_shader(struct pipe_context *pipe)
+{
+   struct ureg_program *ureg = ureg_create(TGSI_PROCESSOR_FRAGMENT);
+   if (ureg == NULL)
+      return NULL;
+
+   ureg_END(ureg);
+   return ureg_create_shader_and_destroy(ureg, pipe);
+}
+
+
+/**
+ * Make a fragment shader that copies the input color to N output colors.
+ */
+void *
+util_make_fragment_cloneinput_shader(struct pipe_context *pipe, int num_cbufs,
+                                     int input_semantic,
+                                     int input_interpolate)
 {
    struct ureg_program *ureg;
    struct ureg_src src;
-   struct ureg_dst dst;
+   struct ureg_dst dst[PIPE_MAX_COLOR_BUFS];
+   int i;
+
+   assert(num_cbufs <= PIPE_MAX_COLOR_BUFS);
 
    ureg = ureg_create( TGSI_PROCESSOR_FRAGMENT );
    if (ureg == NULL)
       return NULL;
 
-   src = ureg_DECL_fs_input( ureg, TGSI_SEMANTIC_COLOR, 0, 
-                             TGSI_INTERPOLATE_PERSPECTIVE );
+   src = ureg_DECL_fs_input( ureg, input_semantic, 0,
+                             input_interpolate );
+
+   for (i = 0; i < num_cbufs; i++)
+      dst[i] = ureg_DECL_output( ureg, TGSI_SEMANTIC_COLOR, i );
 
-   dst = ureg_DECL_output( ureg, TGSI_SEMANTIC_COLOR, 0 );
+   for (i = 0; i < num_cbufs; i++)
+      ureg_MOV( ureg, dst[i], src );
 
-   ureg_MOV( ureg, dst, src );
    ureg_END( ureg );
 
    return ureg_create_shader_and_destroy( ureg, pipe );
 }
 
 
+static void *
+util_make_fs_blit_msaa_gen(struct pipe_context *pipe,
+                           unsigned tgsi_tex,
+                           const char *output_semantic,
+                           const char *output_mask)
+{
+   static const char shader_templ[] =
+         "FRAG\n"
+         "DCL IN[0], GENERIC[0], LINEAR\n"
+         "DCL SAMP[0]\n"
+         "DCL OUT[0], %s\n"
+         "DCL TEMP[0]\n"
+
+         "F2U TEMP[0], IN[0]\n"
+         "TXF OUT[0]%s, TEMP[0], SAMP[0], %s\n"
+         "END\n";
+
+   const char *type = tgsi_texture_names[tgsi_tex];
+   char text[sizeof(shader_templ)+100];
+   struct tgsi_token tokens[1000];
+   struct pipe_shader_state state = {tokens};
+
+   assert(tgsi_tex == TGSI_TEXTURE_2D_MSAA ||
+          tgsi_tex == TGSI_TEXTURE_2D_ARRAY_MSAA);
+
+   sprintf(text, shader_templ, output_semantic, output_mask, type);
+
+   if (!tgsi_text_translate(text, tokens, Elements(tokens))) {
+      puts(text);
+      assert(0);
+      return NULL;
+   }
+#if 0
+   tgsi_dump(state.tokens, 0);
+#endif
+
+   return pipe->create_fs_state(pipe, &state);
+}
+
+
+/**
+ * Make a fragment shader that sets the output color to a color
+ * fetched from a multisample texture.
+ * \param tex_target  one of PIPE_TEXTURE_x
+ */
+void *
+util_make_fs_blit_msaa_color(struct pipe_context *pipe,
+                             unsigned tgsi_tex)
+{
+   return util_make_fs_blit_msaa_gen(pipe, tgsi_tex,
+                                     "COLOR[0]", "");
+}
+
+
+/**
+ * Make a fragment shader that sets the output depth to a depth value
+ * fetched from a multisample texture.
+ * \param tex_target  one of PIPE_TEXTURE_x
+ */
+void *
+util_make_fs_blit_msaa_depth(struct pipe_context *pipe,
+                             unsigned tgsi_tex)
+{
+   return util_make_fs_blit_msaa_gen(pipe, tgsi_tex,
+                                     "POSITION", ".z");
+}
+
+
+/**
+ * Make a fragment shader that sets the output stencil to a stencil value
+ * fetched from a multisample texture.
+ * \param tex_target  one of PIPE_TEXTURE_x
+ */
+void *
+util_make_fs_blit_msaa_stencil(struct pipe_context *pipe,
+                               unsigned tgsi_tex)
+{
+   return util_make_fs_blit_msaa_gen(pipe, tgsi_tex,
+                                     "STENCIL", ".y");
+}
+
+
+/**
+ * Make a fragment shader that sets the output depth and stencil to depth
+ * and stencil values fetched from two multisample textures / samplers.
+ * The sizes of both textures should match (it should be one depth-stencil
+ * texture).
+ * \param tex_target  one of PIPE_TEXTURE_x
+ */
+void *
+util_make_fs_blit_msaa_depthstencil(struct pipe_context *pipe,
+                                    unsigned tgsi_tex)
+{
+   static const char shader_templ[] =
+         "FRAG\n"
+         "DCL IN[0], GENERIC[0], LINEAR\n"
+         "DCL SAMP[0..1]\n"
+         "DCL OUT[0], POSITION\n"
+         "DCL OUT[1], STENCIL\n"
+         "DCL TEMP[0]\n"
+
+         "F2U TEMP[0], IN[0]\n"
+         "TXF OUT[0].z, TEMP[0], SAMP[0], %s\n"
+         "TXF OUT[1].y, TEMP[0], SAMP[1], %s\n"
+         "END\n";
+
+   const char *type = tgsi_texture_names[tgsi_tex];
+   char text[sizeof(shader_templ)+100];
+   struct tgsi_token tokens[1000];
+   struct pipe_shader_state state = {tokens};
+
+   assert(tgsi_tex == TGSI_TEXTURE_2D_MSAA ||
+          tgsi_tex == TGSI_TEXTURE_2D_ARRAY_MSAA);
+
+   sprintf(text, shader_templ, type, type);
+
+   if (!tgsi_text_translate(text, tokens, Elements(tokens))) {
+      assert(0);
+      return NULL;
+   }
+#if 0
+   tgsi_dump(state.tokens, 0);
+#endif
+
+   return pipe->create_fs_state(pipe, &state);
+}
+
+
+void *
+util_make_fs_msaa_resolve(struct pipe_context *pipe,
+                          unsigned tgsi_tex, unsigned nr_samples,
+                          boolean is_uint, boolean is_sint)
+{
+   struct ureg_program *ureg;
+   struct ureg_src sampler, coord;
+   struct ureg_dst out, tmp_sum, tmp_coord, tmp;
+   int i;
+
+   ureg = ureg_create(TGSI_PROCESSOR_FRAGMENT);
+   if (!ureg)
+      return NULL;
+
+   /* Declarations. */
+   sampler = ureg_DECL_sampler(ureg, 0);
+   coord = ureg_DECL_fs_input(ureg, TGSI_SEMANTIC_GENERIC, 0,
+                              TGSI_INTERPOLATE_LINEAR);
+   out = ureg_DECL_output(ureg, TGSI_SEMANTIC_COLOR, 0);
+   tmp_sum = ureg_DECL_temporary(ureg);
+   tmp_coord = ureg_DECL_temporary(ureg);
+   tmp = ureg_DECL_temporary(ureg);
+
+   /* Instructions. */
+   ureg_MOV(ureg, tmp_sum, ureg_imm1f(ureg, 0));
+   ureg_F2U(ureg, tmp_coord, coord);
+
+   for (i = 0; i < nr_samples; i++) {
+      /* Read one sample. */
+      ureg_MOV(ureg, ureg_writemask(tmp_coord, TGSI_WRITEMASK_W),
+               ureg_imm1u(ureg, i));
+      ureg_TXF(ureg, tmp, tgsi_tex, ureg_src(tmp_coord), sampler);
+
+      if (is_uint)
+         ureg_U2F(ureg, tmp, ureg_src(tmp));
+      else if (is_sint)
+         ureg_I2F(ureg, tmp, ureg_src(tmp));
+
+      /* Add it to the sum.*/
+      ureg_ADD(ureg, tmp_sum, ureg_src(tmp_sum), ureg_src(tmp));
+   }
+
+   /* Calculate the average and return. */
+   ureg_MUL(ureg, tmp_sum, ureg_src(tmp_sum),
+            ureg_imm1f(ureg, 1.0 / nr_samples));
+
+   if (is_uint)
+      ureg_F2U(ureg, out, ureg_src(tmp_sum));
+   else if (is_sint)
+      ureg_F2I(ureg, out, ureg_src(tmp_sum));
+   else
+      ureg_MOV(ureg, out, ureg_src(tmp_sum));
+
+   ureg_END(ureg);
+
+   return ureg_create_shader_and_destroy(ureg, pipe);
+}
+
+
+void *
+util_make_fs_msaa_resolve_bilinear(struct pipe_context *pipe,
+                                   unsigned tgsi_tex, unsigned nr_samples,
+                                   boolean is_uint, boolean is_sint)
+{
+   struct ureg_program *ureg;
+   struct ureg_src sampler, coord;
+   struct ureg_dst out, tmp, top, bottom;
+   struct ureg_dst tmp_coord[4], tmp_sum[4];
+   int i, c;
+
+   ureg = ureg_create(TGSI_PROCESSOR_FRAGMENT);
+   if (!ureg)
+      return NULL;
+
+   /* Declarations. */
+   sampler = ureg_DECL_sampler(ureg, 0);
+   coord = ureg_DECL_fs_input(ureg, TGSI_SEMANTIC_GENERIC, 0,
+                              TGSI_INTERPOLATE_LINEAR);
+   out = ureg_DECL_output(ureg, TGSI_SEMANTIC_COLOR, 0);
+   for (c = 0; c < 4; c++)
+      tmp_sum[c] = ureg_DECL_temporary(ureg);
+   for (c = 0; c < 4; c++)
+      tmp_coord[c] = ureg_DECL_temporary(ureg);
+   tmp = ureg_DECL_temporary(ureg);
+   top = ureg_DECL_temporary(ureg);
+   bottom = ureg_DECL_temporary(ureg);
+
+   /* Instructions. */
+   for (c = 0; c < 4; c++)
+      ureg_MOV(ureg, tmp_sum[c], ureg_imm1f(ureg, 0));
+
+   /* Get 4 texture coordinates for the bilinear filter. */
+   ureg_F2U(ureg, tmp_coord[0], coord); /* top-left */
+   ureg_UADD(ureg, tmp_coord[1], ureg_src(tmp_coord[0]),
+             ureg_imm4u(ureg, 1, 0, 0, 0)); /* top-right */
+   ureg_UADD(ureg, tmp_coord[2], ureg_src(tmp_coord[0]),
+             ureg_imm4u(ureg, 0, 1, 0, 0)); /* bottom-left */
+   ureg_UADD(ureg, tmp_coord[3], ureg_src(tmp_coord[0]),
+             ureg_imm4u(ureg, 1, 1, 0, 0)); /* bottom-right */
+
+   for (i = 0; i < nr_samples; i++) {
+      for (c = 0; c < 4; c++) {
+         /* Read one sample. */
+         ureg_MOV(ureg, ureg_writemask(tmp_coord[c], TGSI_WRITEMASK_W),
+                  ureg_imm1u(ureg, i));
+         ureg_TXF(ureg, tmp, tgsi_tex, ureg_src(tmp_coord[c]), sampler);
+
+         if (is_uint)
+            ureg_U2F(ureg, tmp, ureg_src(tmp));
+         else if (is_sint)
+            ureg_I2F(ureg, tmp, ureg_src(tmp));
+
+         /* Add it to the sum.*/
+         ureg_ADD(ureg, tmp_sum[c], ureg_src(tmp_sum[c]), ureg_src(tmp));
+      }
+   }
+
+   /* Calculate the average. */
+   for (c = 0; c < 4; c++)
+      ureg_MUL(ureg, tmp_sum[c], ureg_src(tmp_sum[c]),
+               ureg_imm1f(ureg, 1.0 / nr_samples));
+
+   /* Take the 4 average values and apply a standard bilinear filter. */
+   ureg_FRC(ureg, tmp, coord);
+
+   ureg_LRP(ureg, top,
+            ureg_scalar(ureg_src(tmp), 0),
+            ureg_src(tmp_sum[1]),
+            ureg_src(tmp_sum[0]));
+
+   ureg_LRP(ureg, bottom,
+            ureg_scalar(ureg_src(tmp), 0),
+            ureg_src(tmp_sum[3]),
+            ureg_src(tmp_sum[2]));
+
+   ureg_LRP(ureg, tmp,
+            ureg_scalar(ureg_src(tmp), 1),
+            ureg_src(bottom),
+            ureg_src(top));
+
+   /* Convert to the texture format and return. */
+   if (is_uint)
+      ureg_F2U(ureg, out, ureg_src(tmp));
+   else if (is_sint)
+      ureg_F2I(ureg, out, ureg_src(tmp));
+   else
+      ureg_MOV(ureg, out, ureg_src(tmp));
+
+   ureg_END(ureg);
+
+   return ureg_create_shader_and_destroy(ureg, pipe);
+}