/**
* 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)
-
{
struct ureg_program *ureg;
uint i;
}
-
-
/**
* Make simple fragment texture shader:
* IMM {0,0,0,1} // (if writemask != 0xf)
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, unsigned tex_target )
{
TGSI_WRITEMASK_XYZW );
}
+
/**
* Make a simple fragment texture shader which reads an X component from
* a texture and writes it as depth.
return ureg_create_shader_and_destroy( ureg, pipe );
}
+
/**
* Make simple fragment color pass-through shader.
*/
return util_make_fragment_clonecolor_shader(pipe, 1);
}
+
+/**
+ * Make a fragment shader that copies the input color to N output colors.
+ */
void *
util_make_fragment_clonecolor_shader(struct pipe_context *pipe, int num_cbufs)
{