1 /**************************************************************************
3 * Copyright 2008 Tungsten Graphics, Inc., Cedar Park, Texas.
5 * Copyright 2009 Marek Olšák <maraeo@gmail.com>
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:
15 * The above copyright notice and this permission notice (including the
16 * next paragraph) shall be included in all copies or substantial portions
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.
27 **************************************************************************/
31 * Simple vertex/fragment shader generators.
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"
46 * Make simple vertex pass-through shader.
47 * \param num_attribs number of attributes to pass through
48 * \param semantic_names array of semantic names for each attribute
49 * \param semantic_indexes array of semantic indexes for each attribute
52 util_make_vertex_passthrough_shader(struct pipe_context
*pipe
,
54 const uint
*semantic_names
,
55 const uint
*semantic_indexes
)
57 struct ureg_program
*ureg
;
60 ureg
= ureg_create( TGSI_PROCESSOR_VERTEX
);
64 for (i
= 0; i
< num_attribs
; i
++) {
68 src
= ureg_DECL_vs_input( ureg
, i
);
70 dst
= ureg_DECL_output( ureg
,
74 ureg_MOV( ureg
, dst
, src
);
79 return ureg_create_shader_and_destroy( ureg
, pipe
);
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;
91 util_make_fragment_tex_shader_writemask(struct pipe_context
*pipe
,
95 struct ureg_program
*ureg
;
96 struct ureg_src sampler
;
100 ureg
= ureg_create( TGSI_PROCESSOR_FRAGMENT
);
104 sampler
= ureg_DECL_sampler( ureg
, 0 );
106 tex
= ureg_DECL_fs_input( ureg
,
107 TGSI_SEMANTIC_GENERIC
, 0,
108 TGSI_INTERPOLATE_PERSPECTIVE
);
110 out
= ureg_DECL_output( ureg
,
114 if (writemask
!= TGSI_WRITEMASK_XYZW
) {
115 struct ureg_src imm
= ureg_imm4f( ureg
, 0, 0, 0, 1 );
117 ureg_MOV( ureg
, out
, imm
);
121 ureg_writemask(out
, writemask
),
122 tex_target
, tex
, sampler
);
125 return ureg_create_shader_and_destroy( ureg
, pipe
);
130 * Make a simple fragment shader that sets the output color to a color
131 * taken from a texture.
132 * \param tex_target one of PIPE_TEXTURE_x
135 util_make_fragment_tex_shader(struct pipe_context
*pipe
, unsigned tex_target
)
137 return util_make_fragment_tex_shader_writemask( pipe
,
139 TGSI_WRITEMASK_XYZW
);
144 * Make a simple fragment texture shader which reads an X component from
145 * a texture and writes it as depth.
148 util_make_fragment_tex_shader_writedepth(struct pipe_context
*pipe
,
151 struct ureg_program
*ureg
;
152 struct ureg_src sampler
;
154 struct ureg_dst out
, depth
;
157 ureg
= ureg_create( TGSI_PROCESSOR_FRAGMENT
);
161 sampler
= ureg_DECL_sampler( ureg
, 0 );
163 tex
= ureg_DECL_fs_input( ureg
,
164 TGSI_SEMANTIC_GENERIC
, 0,
165 TGSI_INTERPOLATE_PERSPECTIVE
);
167 out
= ureg_DECL_output( ureg
,
171 depth
= ureg_DECL_output( ureg
,
172 TGSI_SEMANTIC_POSITION
,
175 imm
= ureg_imm4f( ureg
, 0, 0, 0, 1 );
177 ureg_MOV( ureg
, out
, imm
);
180 ureg_writemask(depth
, TGSI_WRITEMASK_Z
),
181 tex_target
, tex
, sampler
);
184 return ureg_create_shader_and_destroy( ureg
, pipe
);
189 * Make simple fragment color pass-through shader.
192 util_make_fragment_passthrough_shader(struct pipe_context
*pipe
)
194 return util_make_fragment_clonecolor_shader(pipe
, 1);
199 * Make a fragment shader that copies the input color to N output colors.
202 util_make_fragment_clonecolor_shader(struct pipe_context
*pipe
, int num_cbufs
)
204 struct ureg_program
*ureg
;
206 struct ureg_dst dst
[PIPE_MAX_COLOR_BUFS
];
209 assert(num_cbufs
<= PIPE_MAX_COLOR_BUFS
);
211 ureg
= ureg_create( TGSI_PROCESSOR_FRAGMENT
);
215 src
= ureg_DECL_fs_input( ureg
, TGSI_SEMANTIC_COLOR
, 0,
216 TGSI_INTERPOLATE_PERSPECTIVE
);
218 for (i
= 0; i
< num_cbufs
; i
++)
219 dst
[i
] = ureg_DECL_output( ureg
, TGSI_SEMANTIC_COLOR
, i
);
221 for (i
= 0; i
< num_cbufs
; i
++)
222 ureg_MOV( ureg
, dst
[i
], src
);
226 return ureg_create_shader_and_destroy( ureg
, pipe
);