Merge branch 'gallium-edgeflags'
[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 "util/u_simple_shaders.h"
41 #include "tgsi/tgsi_ureg.h"
42
43
44
45 /**
46 * Make simple vertex pass-through shader.
47 */
48 void *
49 util_make_vertex_passthrough_shader(struct pipe_context *pipe,
50 uint num_attribs,
51 const uint *semantic_names,
52 const uint *semantic_indexes)
53
54 {
55 struct ureg_program *ureg;
56 uint i;
57
58 ureg = ureg_create( TGSI_PROCESSOR_VERTEX );
59 if (ureg == NULL)
60 return NULL;
61
62 for (i = 0; i < num_attribs; i++) {
63 struct ureg_src src;
64 struct ureg_dst dst;
65
66 src = ureg_DECL_vs_input( ureg, i );
67
68 dst = ureg_DECL_output( ureg,
69 semantic_names[i],
70 semantic_indexes[i]);
71
72 ureg_MOV( ureg, dst, src );
73 }
74
75 ureg_END( ureg );
76
77 return ureg_create_shader_and_destroy( ureg, pipe );
78 }
79
80
81
82
83 /**
84 * Make simple fragment texture shader:
85 * IMM {0,0,0,1} // (if writemask != 0xf)
86 * MOV OUT[0], IMM[0] // (if writemask != 0xf)
87 * TEX OUT[0].writemask, IN[0], SAMP[0], 2D;
88 * END;
89 */
90 void *
91 util_make_fragment_tex_shader_writemask(struct pipe_context *pipe,
92 unsigned tex_target,
93 unsigned writemask )
94 {
95 struct ureg_program *ureg;
96 struct ureg_src sampler;
97 struct ureg_src tex;
98 struct ureg_dst out;
99
100 ureg = ureg_create( TGSI_PROCESSOR_FRAGMENT );
101 if (ureg == NULL)
102 return NULL;
103
104 sampler = ureg_DECL_sampler( ureg, 0 );
105
106 tex = ureg_DECL_fs_input( ureg,
107 TGSI_SEMANTIC_GENERIC, 0,
108 TGSI_INTERPOLATE_PERSPECTIVE );
109
110 out = ureg_DECL_output( ureg,
111 TGSI_SEMANTIC_COLOR,
112 0 );
113
114 if (writemask != TGSI_WRITEMASK_XYZW) {
115 struct ureg_src imm = ureg_imm4f( ureg, 0, 0, 0, 1 );
116
117 ureg_MOV( ureg, out, imm );
118 }
119
120 ureg_TEX( ureg,
121 ureg_writemask(out, writemask),
122 tex_target, tex, sampler );
123 ureg_END( ureg );
124
125 return ureg_create_shader_and_destroy( ureg, pipe );
126 }
127
128 void *
129 util_make_fragment_tex_shader(struct pipe_context *pipe, unsigned tex_target )
130 {
131 return util_make_fragment_tex_shader_writemask( pipe,
132 tex_target,
133 TGSI_WRITEMASK_XYZW );
134 }
135
136 /**
137 * Make a simple fragment texture shader which reads an X component from
138 * a texture and writes it as depth.
139 */
140 void *
141 util_make_fragment_tex_shader_writedepth(struct pipe_context *pipe,
142 unsigned tex_target)
143 {
144 struct ureg_program *ureg;
145 struct ureg_src sampler;
146 struct ureg_src tex;
147 struct ureg_dst out, depth;
148 struct ureg_src imm;
149
150 ureg = ureg_create( TGSI_PROCESSOR_FRAGMENT );
151 if (ureg == NULL)
152 return NULL;
153
154 sampler = ureg_DECL_sampler( ureg, 0 );
155
156 tex = ureg_DECL_fs_input( ureg,
157 TGSI_SEMANTIC_GENERIC, 0,
158 TGSI_INTERPOLATE_PERSPECTIVE );
159
160 out = ureg_DECL_output( ureg,
161 TGSI_SEMANTIC_COLOR,
162 0 );
163
164 depth = ureg_DECL_output( ureg,
165 TGSI_SEMANTIC_POSITION,
166 0 );
167
168 imm = ureg_imm4f( ureg, 0, 0, 0, 1 );
169
170 ureg_MOV( ureg, out, imm );
171
172 ureg_TEX( ureg,
173 ureg_writemask(depth, TGSI_WRITEMASK_Z),
174 tex_target, tex, sampler );
175 ureg_END( ureg );
176
177 return ureg_create_shader_and_destroy( ureg, pipe );
178 }
179
180 /**
181 * Make simple fragment color pass-through shader.
182 */
183 void *
184 util_make_fragment_passthrough_shader(struct pipe_context *pipe)
185 {
186 return util_make_fragment_clonecolor_shader(pipe, 1);
187 }
188
189 void *
190 util_make_fragment_clonecolor_shader(struct pipe_context *pipe, int num_cbufs)
191 {
192 struct ureg_program *ureg;
193 struct ureg_src src;
194 struct ureg_dst dst[8];
195 int i;
196
197 assert(num_cbufs <= 8);
198
199 ureg = ureg_create( TGSI_PROCESSOR_FRAGMENT );
200 if (ureg == NULL)
201 return NULL;
202
203 src = ureg_DECL_fs_input( ureg, TGSI_SEMANTIC_COLOR, 0,
204 TGSI_INTERPOLATE_PERSPECTIVE );
205
206 for (i = 0; i < num_cbufs; i++)
207 dst[i] = ureg_DECL_output( ureg, TGSI_SEMANTIC_COLOR, i );
208
209 for (i = 0; i < num_cbufs; i++)
210 ureg_MOV( ureg, dst[i], src );
211
212 ureg_END( ureg );
213
214 return ureg_create_shader_and_destroy( ureg, pipe );
215 }