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 "pipe/p_state.h"
41 #include "util/u_simple_shaders.h"
42 #include "util/u_debug.h"
43 #include "tgsi/tgsi_ureg.h"
48 * Make simple vertex pass-through shader.
49 * \param num_attribs number of attributes to pass through
50 * \param semantic_names array of semantic names for each attribute
51 * \param semantic_indexes array of semantic indexes for each attribute
54 util_make_vertex_passthrough_shader(struct pipe_context
*pipe
,
56 const uint
*semantic_names
,
57 const uint
*semantic_indexes
)
59 return util_make_vertex_passthrough_shader_with_so(pipe
, num_attribs
,
61 semantic_indexes
, NULL
);
65 util_make_vertex_passthrough_shader_with_so(struct pipe_context
*pipe
,
67 const uint
*semantic_names
,
68 const uint
*semantic_indexes
,
69 const struct pipe_stream_output_info
*so
)
71 struct ureg_program
*ureg
;
74 ureg
= ureg_create( TGSI_PROCESSOR_VERTEX
);
78 for (i
= 0; i
< num_attribs
; i
++) {
82 src
= ureg_DECL_vs_input( ureg
, i
);
84 dst
= ureg_DECL_output( ureg
,
88 ureg_MOV( ureg
, dst
, src
);
93 return ureg_create_shader_with_so_and_destroy( ureg
, pipe
, so
);
98 * Make simple fragment texture shader:
99 * IMM {0,0,0,1} // (if writemask != 0xf)
100 * MOV OUT[0], IMM[0] // (if writemask != 0xf)
101 * TEX OUT[0].writemask, IN[0], SAMP[0], 2D;
104 * \param tex_target one of PIPE_TEXTURE_x
105 * \parma interp_mode either TGSI_INTERPOLATE_LINEAR or PERSPECTIVE
106 * \param writemask mask of TGSI_WRITEMASK_x
109 util_make_fragment_tex_shader_writemask(struct pipe_context
*pipe
,
111 unsigned interp_mode
,
114 struct ureg_program
*ureg
;
115 struct ureg_src sampler
;
119 assert(interp_mode
== TGSI_INTERPOLATE_LINEAR
||
120 interp_mode
== TGSI_INTERPOLATE_PERSPECTIVE
);
122 ureg
= ureg_create( TGSI_PROCESSOR_FRAGMENT
);
126 sampler
= ureg_DECL_sampler( ureg
, 0 );
128 tex
= ureg_DECL_fs_input( ureg
,
129 TGSI_SEMANTIC_GENERIC
, 0,
132 out
= ureg_DECL_output( ureg
,
136 if (writemask
!= TGSI_WRITEMASK_XYZW
) {
137 struct ureg_src imm
= ureg_imm4f( ureg
, 0, 0, 0, 1 );
139 ureg_MOV( ureg
, out
, imm
);
143 ureg_writemask(out
, writemask
),
144 tex_target
, tex
, sampler
);
147 return ureg_create_shader_and_destroy( ureg
, pipe
);
152 * Make a simple fragment shader that sets the output color to a color
153 * taken from a texture.
154 * \param tex_target one of PIPE_TEXTURE_x
157 util_make_fragment_tex_shader(struct pipe_context
*pipe
, unsigned tex_target
,
158 unsigned interp_mode
)
160 return util_make_fragment_tex_shader_writemask( pipe
,
163 TGSI_WRITEMASK_XYZW
);
168 * Make a simple fragment texture shader which reads an X component from
169 * a texture and writes it as depth.
172 util_make_fragment_tex_shader_writedepth(struct pipe_context
*pipe
,
174 unsigned interp_mode
)
176 struct ureg_program
*ureg
;
177 struct ureg_src sampler
;
179 struct ureg_dst out
, depth
;
182 ureg
= ureg_create( TGSI_PROCESSOR_FRAGMENT
);
186 sampler
= ureg_DECL_sampler( ureg
, 0 );
188 tex
= ureg_DECL_fs_input( ureg
,
189 TGSI_SEMANTIC_GENERIC
, 0,
192 out
= ureg_DECL_output( ureg
,
196 depth
= ureg_DECL_output( ureg
,
197 TGSI_SEMANTIC_POSITION
,
200 imm
= ureg_imm4f( ureg
, 0, 0, 0, 1 );
202 ureg_MOV( ureg
, out
, imm
);
205 ureg_writemask(depth
, TGSI_WRITEMASK_Z
),
206 tex_target
, tex
, sampler
);
209 return ureg_create_shader_and_destroy( ureg
, pipe
);
214 * Make simple fragment color pass-through shader.
217 util_make_fragment_passthrough_shader(struct pipe_context
*pipe
)
219 return util_make_fragment_cloneinput_shader(pipe
, 1, TGSI_SEMANTIC_COLOR
,
220 TGSI_INTERPOLATE_PERSPECTIVE
);
225 * Make a fragment shader that copies the input color to N output colors.
228 util_make_fragment_cloneinput_shader(struct pipe_context
*pipe
, int num_cbufs
,
230 int input_interpolate
)
232 struct ureg_program
*ureg
;
234 struct ureg_dst dst
[PIPE_MAX_COLOR_BUFS
];
237 assert(num_cbufs
<= PIPE_MAX_COLOR_BUFS
);
239 ureg
= ureg_create( TGSI_PROCESSOR_FRAGMENT
);
243 src
= ureg_DECL_fs_input( ureg
, input_semantic
, 0,
246 for (i
= 0; i
< num_cbufs
; i
++)
247 dst
[i
] = ureg_DECL_output( ureg
, TGSI_SEMANTIC_COLOR
, i
);
249 for (i
= 0; i
< num_cbufs
; i
++)
250 ureg_MOV( ureg
, dst
[i
], src
);
254 return ureg_create_shader_and_destroy( ureg
, pipe
);