Merge branch 'gallium-nopointsizeminmax'
[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 "util/u_debug.h"
42 #include "tgsi/tgsi_ureg.h"
43
44
45
46 /**
47 * Make simple vertex pass-through shader.
48 * \param num_attribs number of attributes to pass through
49 * \param semantic_names array of semantic names for each attribute
50 * \param semantic_indexes array of semantic indexes for each attribute
51 */
52 void *
53 util_make_vertex_passthrough_shader(struct pipe_context *pipe,
54 uint num_attribs,
55 const uint *semantic_names,
56 const uint *semantic_indexes)
57 {
58 struct ureg_program *ureg;
59 uint i;
60
61 ureg = ureg_create( TGSI_PROCESSOR_VERTEX );
62 if (ureg == NULL)
63 return NULL;
64
65 for (i = 0; i < num_attribs; i++) {
66 struct ureg_src src;
67 struct ureg_dst dst;
68
69 src = ureg_DECL_vs_input( ureg, i );
70
71 dst = ureg_DECL_output( ureg,
72 semantic_names[i],
73 semantic_indexes[i]);
74
75 ureg_MOV( ureg, dst, src );
76 }
77
78 ureg_END( ureg );
79
80 return ureg_create_shader_and_destroy( ureg, pipe );
81 }
82
83
84 /**
85 * Make simple fragment texture shader:
86 * IMM {0,0,0,1} // (if writemask != 0xf)
87 * MOV OUT[0], IMM[0] // (if writemask != 0xf)
88 * TEX OUT[0].writemask, IN[0], SAMP[0], 2D;
89 * END;
90 */
91 void *
92 util_make_fragment_tex_shader_writemask(struct pipe_context *pipe,
93 unsigned tex_target,
94 unsigned writemask )
95 {
96 struct ureg_program *ureg;
97 struct ureg_src sampler;
98 struct ureg_src tex;
99 struct ureg_dst out;
100
101 ureg = ureg_create( TGSI_PROCESSOR_FRAGMENT );
102 if (ureg == NULL)
103 return NULL;
104
105 sampler = ureg_DECL_sampler( ureg, 0 );
106
107 tex = ureg_DECL_fs_input( ureg,
108 TGSI_SEMANTIC_GENERIC, 0,
109 TGSI_INTERPOLATE_PERSPECTIVE );
110
111 out = ureg_DECL_output( ureg,
112 TGSI_SEMANTIC_COLOR,
113 0 );
114
115 if (writemask != TGSI_WRITEMASK_XYZW) {
116 struct ureg_src imm = ureg_imm4f( ureg, 0, 0, 0, 1 );
117
118 ureg_MOV( ureg, out, imm );
119 }
120
121 ureg_TEX( ureg,
122 ureg_writemask(out, writemask),
123 tex_target, tex, sampler );
124 ureg_END( ureg );
125
126 return ureg_create_shader_and_destroy( ureg, pipe );
127 }
128
129
130 /**
131 * Make a simple fragment shader that sets the output color to a color
132 * taken from a texture.
133 * \param tex_target one of PIPE_TEXTURE_x
134 */
135 void *
136 util_make_fragment_tex_shader(struct pipe_context *pipe, unsigned tex_target )
137 {
138 return util_make_fragment_tex_shader_writemask( pipe,
139 tex_target,
140 TGSI_WRITEMASK_XYZW );
141 }
142
143
144 /**
145 * Make a simple fragment texture shader which reads an X component from
146 * a texture and writes it as depth.
147 */
148 void *
149 util_make_fragment_tex_shader_writedepth(struct pipe_context *pipe,
150 unsigned tex_target)
151 {
152 struct ureg_program *ureg;
153 struct ureg_src sampler;
154 struct ureg_src tex;
155 struct ureg_dst out, depth;
156 struct ureg_src imm;
157
158 ureg = ureg_create( TGSI_PROCESSOR_FRAGMENT );
159 if (ureg == NULL)
160 return NULL;
161
162 sampler = ureg_DECL_sampler( ureg, 0 );
163
164 tex = ureg_DECL_fs_input( ureg,
165 TGSI_SEMANTIC_GENERIC, 0,
166 TGSI_INTERPOLATE_PERSPECTIVE );
167
168 out = ureg_DECL_output( ureg,
169 TGSI_SEMANTIC_COLOR,
170 0 );
171
172 depth = ureg_DECL_output( ureg,
173 TGSI_SEMANTIC_POSITION,
174 0 );
175
176 imm = ureg_imm4f( ureg, 0, 0, 0, 1 );
177
178 ureg_MOV( ureg, out, imm );
179
180 ureg_TEX( ureg,
181 ureg_writemask(depth, TGSI_WRITEMASK_Z),
182 tex_target, tex, sampler );
183 ureg_END( ureg );
184
185 return ureg_create_shader_and_destroy( ureg, pipe );
186 }
187
188
189 /**
190 * Make simple fragment color pass-through shader.
191 */
192 void *
193 util_make_fragment_passthrough_shader(struct pipe_context *pipe)
194 {
195 return util_make_fragment_clonecolor_shader(pipe, 1);
196 }
197
198
199 /**
200 * Make a fragment shader that copies the input color to N output colors.
201 */
202 void *
203 util_make_fragment_clonecolor_shader(struct pipe_context *pipe, int num_cbufs)
204 {
205 struct ureg_program *ureg;
206 struct ureg_src src;
207 struct ureg_dst dst[PIPE_MAX_COLOR_BUFS];
208 int i;
209
210 assert(num_cbufs <= PIPE_MAX_COLOR_BUFS);
211
212 ureg = ureg_create( TGSI_PROCESSOR_FRAGMENT );
213 if (ureg == NULL)
214 return NULL;
215
216 src = ureg_DECL_fs_input( ureg, TGSI_SEMANTIC_COLOR, 0,
217 TGSI_INTERPOLATE_PERSPECTIVE );
218
219 for (i = 0; i < num_cbufs; i++)
220 dst[i] = ureg_DECL_output( ureg, TGSI_SEMANTIC_COLOR, i );
221
222 for (i = 0; i < num_cbufs; i++)
223 ureg_MOV( ureg, dst[i], src );
224
225 ureg_END( ureg );
226
227 return ureg_create_shader_and_destroy( ureg, pipe );
228 }