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 "util/u_debug.h"
42 #include "tgsi/tgsi_ureg.h"
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
53 util_make_vertex_passthrough_shader(struct pipe_context
*pipe
,
55 const uint
*semantic_names
,
56 const uint
*semantic_indexes
)
58 struct ureg_program
*ureg
;
61 ureg
= ureg_create( TGSI_PROCESSOR_VERTEX
);
65 for (i
= 0; i
< num_attribs
; i
++) {
69 src
= ureg_DECL_vs_input( ureg
, i
);
71 dst
= ureg_DECL_output( ureg
,
75 ureg_MOV( ureg
, dst
, src
);
80 return ureg_create_shader_and_destroy( ureg
, pipe
);
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;
92 util_make_fragment_tex_shader_writemask(struct pipe_context
*pipe
,
96 struct ureg_program
*ureg
;
97 struct ureg_src sampler
;
101 ureg
= ureg_create( TGSI_PROCESSOR_FRAGMENT
);
105 sampler
= ureg_DECL_sampler( ureg
, 0 );
107 tex
= ureg_DECL_fs_input( ureg
,
108 TGSI_SEMANTIC_GENERIC
, 0,
109 TGSI_INTERPOLATE_PERSPECTIVE
);
111 out
= ureg_DECL_output( ureg
,
115 if (writemask
!= TGSI_WRITEMASK_XYZW
) {
116 struct ureg_src imm
= ureg_imm4f( ureg
, 0, 0, 0, 1 );
118 ureg_MOV( ureg
, out
, imm
);
122 ureg_writemask(out
, writemask
),
123 tex_target
, tex
, sampler
);
126 return ureg_create_shader_and_destroy( ureg
, pipe
);
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
136 util_make_fragment_tex_shader(struct pipe_context
*pipe
, unsigned tex_target
)
138 return util_make_fragment_tex_shader_writemask( pipe
,
140 TGSI_WRITEMASK_XYZW
);
145 * Make a simple fragment texture shader which reads an X component from
146 * a texture and writes it as depth.
149 util_make_fragment_tex_shader_writedepth(struct pipe_context
*pipe
,
152 struct ureg_program
*ureg
;
153 struct ureg_src sampler
;
155 struct ureg_dst out
, depth
;
158 ureg
= ureg_create( TGSI_PROCESSOR_FRAGMENT
);
162 sampler
= ureg_DECL_sampler( ureg
, 0 );
164 tex
= ureg_DECL_fs_input( ureg
,
165 TGSI_SEMANTIC_GENERIC
, 0,
166 TGSI_INTERPOLATE_PERSPECTIVE
);
168 out
= ureg_DECL_output( ureg
,
172 depth
= ureg_DECL_output( ureg
,
173 TGSI_SEMANTIC_POSITION
,
176 imm
= ureg_imm4f( ureg
, 0, 0, 0, 1 );
178 ureg_MOV( ureg
, out
, imm
);
181 ureg_writemask(depth
, TGSI_WRITEMASK_Z
),
182 tex_target
, tex
, sampler
);
185 return ureg_create_shader_and_destroy( ureg
, pipe
);
190 * Make simple fragment color pass-through shader.
193 util_make_fragment_passthrough_shader(struct pipe_context
*pipe
)
195 return util_make_fragment_clonecolor_shader(pipe
, 1);
200 * Make a fragment shader that copies the input color to N output colors.
203 util_make_fragment_clonecolor_shader(struct pipe_context
*pipe
, int num_cbufs
)
205 struct ureg_program
*ureg
;
207 struct ureg_dst dst
[PIPE_MAX_COLOR_BUFS
];
210 assert(num_cbufs
<= PIPE_MAX_COLOR_BUFS
);
212 ureg
= ureg_create( TGSI_PROCESSOR_FRAGMENT
);
216 src
= ureg_DECL_fs_input( ureg
, TGSI_SEMANTIC_COLOR
, 0,
217 TGSI_INTERPOLATE_PERSPECTIVE
);
219 for (i
= 0; i
< num_cbufs
; i
++)
220 dst
[i
] = ureg_DECL_output( ureg
, TGSI_SEMANTIC_COLOR
, i
);
222 for (i
= 0; i
< num_cbufs
; i
++)
223 ureg_MOV( ureg
, dst
[i
], src
);
227 return ureg_create_shader_and_destroy( ureg
, pipe
);