}
-/**
- * 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,
- enum tgsi_texture_type tex_target,
- enum tgsi_interpolate_mode interp_mode,
- bool load_level_zero,
- bool use_txf)
-{
- struct ureg_program *ureg;
- struct ureg_src sampler;
- struct ureg_src tex;
- struct ureg_dst out, depth;
- struct ureg_src imm;
-
- ureg = ureg_create( PIPE_SHADER_FRAGMENT );
- if (!ureg)
- return NULL;
-
- sampler = ureg_DECL_sampler( ureg, 0 );
-
- ureg_DECL_sampler_view(ureg, 0, tex_target,
- TGSI_RETURN_TYPE_FLOAT,
- TGSI_RETURN_TYPE_FLOAT,
- TGSI_RETURN_TYPE_FLOAT,
- TGSI_RETURN_TYPE_FLOAT);
-
- 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_load_tex(ureg, ureg_writemask(depth, TGSI_WRITEMASK_Z), tex, sampler,
- tex_target, load_level_zero, use_txf);
- 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,
- enum tgsi_texture_type tex_target,
- enum tgsi_interpolate_mode interp_mode,
- bool load_level_zero,
- bool use_txf)
+util_make_fs_blit_zs(struct pipe_context *pipe, unsigned zs_mask,
+ enum tgsi_texture_type tex_target,
+ bool load_level_zero, bool use_txf)
{
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;
+ struct ureg_src depth_sampler, stencil_sampler, coord;
+ struct ureg_dst depth, stencil, tmp;
- ureg = ureg_create( PIPE_SHADER_FRAGMENT );
- if (!ureg)
- return NULL;
-
- depth_sampler = ureg_DECL_sampler( ureg, 0 );
- ureg_DECL_sampler_view(ureg, 0, tex_target,
- TGSI_RETURN_TYPE_FLOAT,
- TGSI_RETURN_TYPE_FLOAT,
- TGSI_RETURN_TYPE_FLOAT,
- TGSI_RETURN_TYPE_FLOAT);
- stencil_sampler = ureg_DECL_sampler( ureg, 1 );
- ureg_DECL_sampler_view(ureg, 0, tex_target,
- TGSI_RETURN_TYPE_UINT,
- TGSI_RETURN_TYPE_UINT,
- TGSI_RETURN_TYPE_UINT,
- TGSI_RETURN_TYPE_UINT);
-
- 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_load_tex(ureg, ureg_writemask(depth, TGSI_WRITEMASK_Z), tex,
- depth_sampler, tex_target, load_level_zero, use_txf);
- ureg_load_tex(ureg, ureg_writemask(stencil, TGSI_WRITEMASK_Y), tex,
- stencil_sampler, tex_target, load_level_zero, use_txf);
- ureg_END( ureg );
-
- return ureg_create_shader_and_destroy( ureg, pipe );
-}
-
-
-/**
- * Make a simple fragment texture shader which reads a texture and writes it
- * as stencil.
- */
-void *
-util_make_fragment_tex_shader_writestencil(struct pipe_context *pipe,
- enum tgsi_texture_type tex_target,
- enum tgsi_interpolate_mode interp_mode,
- bool load_level_zero,
- bool use_txf)
-{
- 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( PIPE_SHADER_FRAGMENT );
+ ureg = ureg_create(PIPE_SHADER_FRAGMENT);
if (!ureg)
return NULL;
- stencil_sampler = ureg_DECL_sampler( ureg, 0 );
+ coord = ureg_DECL_fs_input(ureg, TGSI_SEMANTIC_GENERIC, 0,
+ TGSI_INTERPOLATE_LINEAR);
+ tmp = ureg_DECL_temporary(ureg);
- ureg_DECL_sampler_view(ureg, 0, tex_target,
- TGSI_RETURN_TYPE_UINT,
- TGSI_RETURN_TYPE_UINT,
- TGSI_RETURN_TYPE_UINT,
- TGSI_RETURN_TYPE_UINT);
+ if (zs_mask & PIPE_MASK_Z) {
+ depth_sampler = ureg_DECL_sampler(ureg, 0);
+ ureg_DECL_sampler_view(ureg, 0, tex_target,
+ TGSI_RETURN_TYPE_FLOAT,
+ TGSI_RETURN_TYPE_FLOAT,
+ TGSI_RETURN_TYPE_FLOAT,
+ TGSI_RETURN_TYPE_FLOAT);
- tex = ureg_DECL_fs_input( ureg,
- TGSI_SEMANTIC_GENERIC, 0,
- interp_mode );
+ ureg_load_tex(ureg, ureg_writemask(tmp, TGSI_WRITEMASK_X), coord,
+ depth_sampler, tex_target, load_level_zero, use_txf);
- out = ureg_DECL_output( ureg,
- TGSI_SEMANTIC_COLOR,
- 0 );
+ depth = ureg_DECL_output(ureg, TGSI_SEMANTIC_POSITION, 0);
+ ureg_MOV(ureg, ureg_writemask(depth, TGSI_WRITEMASK_Z),
+ ureg_scalar(ureg_src(tmp), TGSI_SWIZZLE_X));
+ }
- stencil = ureg_DECL_output( ureg,
- TGSI_SEMANTIC_STENCIL,
- 0 );
+ if (zs_mask & PIPE_MASK_S) {
+ stencil_sampler = ureg_DECL_sampler(ureg, zs_mask & PIPE_MASK_Z ? 1 : 0);
+ ureg_DECL_sampler_view(ureg, 0, tex_target,
+ TGSI_RETURN_TYPE_UINT,
+ TGSI_RETURN_TYPE_UINT,
+ TGSI_RETURN_TYPE_UINT,
+ TGSI_RETURN_TYPE_UINT);
- imm = ureg_imm4f( ureg, 0, 0, 0, 1 );
+ ureg_load_tex(ureg, ureg_writemask(tmp, TGSI_WRITEMASK_X), coord,
+ stencil_sampler, tex_target, load_level_zero, use_txf);
- ureg_MOV( ureg, out, imm );
+ stencil = ureg_DECL_output(ureg, TGSI_SEMANTIC_STENCIL, 0);
+ ureg_MOV(ureg, ureg_writemask(stencil, TGSI_WRITEMASK_Y),
+ ureg_scalar(ureg_src(tmp), TGSI_SWIZZLE_X));
+ }
- ureg_load_tex(ureg, ureg_writemask(stencil, TGSI_WRITEMASK_Y), tex,
- stencil_sampler, tex_target, load_level_zero, use_txf);
- ureg_END( ureg );
+ ureg_END(ureg);
- return ureg_create_shader_and_destroy( ureg, pipe );
+ return ureg_create_shader_and_destroy(ureg, pipe);
}