/**
- * Make simple fragment color pass-through shader.
+ * 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)
+util_make_fragment_passthrough_shader(struct pipe_context *pipe,
+ int input_semantic,
+ int input_interpolate)
{
- return util_make_fragment_cloneinput_shader(pipe, 1, TGSI_SEMANTIC_COLOR,
- TGSI_INTERPOLATE_PERSPECTIVE);
+ static const char shader_templ[] =
+ "FRAG\n"
+ "PROPERTY FS_COLOR0_WRITES_ALL_CBUFS 1\n"
+ "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, 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);
}
switch (id) {
case RENDERER_FS_COLOR:
- fs = util_make_fragment_passthrough_shader(r->pipe);
+ fs = util_make_fragment_passthrough_shader(r->pipe,
+ TGSI_SEMANTIC_COLOR, TGSI_INTERPOLATE_PERSPECTIVE);
break;
case RENDERER_FS_TEXTURE:
fs = util_make_fragment_tex_shader(r->pipe,
}
/* fragment shader */
- p->fs = util_make_fragment_passthrough_shader(p->pipe);
+ p->fs = util_make_fragment_passthrough_shader(p->pipe,
+ TGSI_SEMANTIC_COLOR, TGSI_INTERPOLATE_PERSPECTIVE);
}
static void close_prog(struct program *p)
{
if (!st->passthrough_fs) {
st->passthrough_fs =
- util_make_fragment_passthrough_shader(st->pipe);
+ util_make_fragment_passthrough_shader(st->pipe, TGSI_SEMANTIC_COLOR,
+ TGSI_INTERPOLATE_PERSPECTIVE);
}
return st->passthrough_fs;
set_fragment_shader(struct st_context *st)
{
if (!st->clear.fs)
- st->clear.fs = util_make_fragment_passthrough_shader(st->pipe);
+ st->clear.fs =
+ util_make_fragment_passthrough_shader(st->pipe, TGSI_SEMANTIC_COLOR,
+ TGSI_INTERPOLATE_CONSTANT);
cso_set_fragment_shader_handle(st->cso_context, st->clear.fs);
}