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;
91 * \param tex_target one of PIPE_TEXTURE_x
92 * \parma interp_mode either TGSI_INTERPOLATE_LINEAR or PERSPECTIVE
93 * \param writemask mask of TGSI_WRITEMASK_x
96 util_make_fragment_tex_shader_writemask(struct pipe_context
*pipe
,
101 struct ureg_program
*ureg
;
102 struct ureg_src sampler
;
106 assert(interp_mode
== TGSI_INTERPOLATE_LINEAR
||
107 interp_mode
== TGSI_INTERPOLATE_PERSPECTIVE
);
109 ureg
= ureg_create( TGSI_PROCESSOR_FRAGMENT
);
113 sampler
= ureg_DECL_sampler( ureg
, 0 );
115 tex
= ureg_DECL_fs_input( ureg
,
116 TGSI_SEMANTIC_GENERIC
, 0,
119 out
= ureg_DECL_output( ureg
,
123 if (writemask
!= TGSI_WRITEMASK_XYZW
) {
124 struct ureg_src imm
= ureg_imm4f( ureg
, 0, 0, 0, 1 );
126 ureg_MOV( ureg
, out
, imm
);
130 ureg_writemask(out
, writemask
),
131 tex_target
, tex
, sampler
);
134 return ureg_create_shader_and_destroy( ureg
, pipe
);
139 * Make a simple fragment shader that sets the output color to a color
140 * taken from a texture.
141 * \param tex_target one of PIPE_TEXTURE_x
144 util_make_fragment_tex_shader(struct pipe_context
*pipe
, unsigned tex_target
,
145 unsigned interp_mode
)
147 return util_make_fragment_tex_shader_writemask( pipe
,
150 TGSI_WRITEMASK_XYZW
);
155 * Make a simple fragment texture shader which reads an X component from
156 * a texture and writes it as depth.
159 util_make_fragment_tex_shader_writedepth(struct pipe_context
*pipe
,
161 unsigned interp_mode
)
163 struct ureg_program
*ureg
;
164 struct ureg_src sampler
;
166 struct ureg_dst out
, depth
;
169 ureg
= ureg_create( TGSI_PROCESSOR_FRAGMENT
);
173 sampler
= ureg_DECL_sampler( ureg
, 0 );
175 tex
= ureg_DECL_fs_input( ureg
,
176 TGSI_SEMANTIC_GENERIC
, 0,
179 out
= ureg_DECL_output( ureg
,
183 depth
= ureg_DECL_output( ureg
,
184 TGSI_SEMANTIC_POSITION
,
187 imm
= ureg_imm4f( ureg
, 0, 0, 0, 1 );
189 ureg_MOV( ureg
, out
, imm
);
192 ureg_writemask(depth
, TGSI_WRITEMASK_Z
),
193 tex_target
, tex
, sampler
);
196 return ureg_create_shader_and_destroy( ureg
, pipe
);
201 * Make simple fragment color pass-through shader.
204 util_make_fragment_passthrough_shader(struct pipe_context
*pipe
)
206 return util_make_fragment_clonecolor_shader(pipe
, 1);
211 * Make a fragment shader that copies the input color to N output colors.
214 util_make_fragment_clonecolor_shader(struct pipe_context
*pipe
, int num_cbufs
)
216 struct ureg_program
*ureg
;
218 struct ureg_dst dst
[PIPE_MAX_COLOR_BUFS
];
221 assert(num_cbufs
<= PIPE_MAX_COLOR_BUFS
);
223 ureg
= ureg_create( TGSI_PROCESSOR_FRAGMENT
);
227 src
= ureg_DECL_fs_input( ureg
, TGSI_SEMANTIC_COLOR
, 0,
228 TGSI_INTERPOLATE_PERSPECTIVE
);
230 for (i
= 0; i
< num_cbufs
; i
++)
231 dst
[i
] = ureg_DECL_output( ureg
, TGSI_SEMANTIC_COLOR
, i
);
233 for (i
= 0; i
< num_cbufs
; i
++)
234 ureg_MOV( ureg
, dst
[i
], src
);
238 return ureg_create_shader_and_destroy( ureg
, pipe
);