void *
util_make_vertex_passthrough_shader(struct pipe_context *pipe,
uint num_attribs,
- const uint *semantic_names,
+ const enum tgsi_semantic *semantic_names,
const uint *semantic_indexes,
bool window_space)
{
void *
util_make_vertex_passthrough_shader_with_so(struct pipe_context *pipe,
uint num_attribs,
- const uint *semantic_names,
+ const enum tgsi_semantic *semantic_names,
const uint *semantic_indexes,
bool window_space, bool layered,
const struct pipe_stream_output_info *so)
void *util_make_layered_clear_vertex_shader(struct pipe_context *pipe)
{
- const unsigned semantic_names[] = {TGSI_SEMANTIC_POSITION,
- TGSI_SEMANTIC_GENERIC};
+ const enum tgsi_semantic semantic_names[] = {TGSI_SEMANTIC_POSITION,
+ TGSI_SEMANTIC_GENERIC};
const unsigned semantic_indices[] = {0, 0};
return util_make_vertex_passthrough_shader_with_so(pipe, 2, semantic_names,
"MOV OUT[2].x, SV[0].xxxx\n"
"END\n";
struct tgsi_token tokens[1000];
- struct pipe_shader_state state;
+ struct pipe_shader_state state = {0};
if (!tgsi_text_translate(text, tokens, ARRAY_SIZE(tokens))) {
assert(0);
"EMIT IMM[0].xxxx\n"
"END\n";
struct tgsi_token tokens[1000];
- struct pipe_shader_state state;
+ struct pipe_shader_state state = {0};
if (!tgsi_text_translate(text, tokens, ARRAY_SIZE(tokens))) {
assert(0);
static void
ureg_load_tex(struct ureg_program *ureg, struct ureg_dst out,
struct ureg_src coord, struct ureg_src sampler,
- unsigned tex_target, bool load_level_zero, bool use_txf)
+ enum tgsi_texture_type tex_target,
+ bool load_level_zero, bool use_txf)
{
if (use_txf) {
struct ureg_dst temp = ureg_DECL_temporary(ureg);
}
}
+/**
+ * Make simple fragment texture shader, with xrbias->float conversion:
+ * IMM {1023/510, -384/510, 0, 1}
+ * TEX TEMP[0], IN[0], SAMP[0], 2D;
+ * MAD TEMP[0].xyz TEMP[0], IMM[0].xxxx, IMM[0].yyyy
+ * MOV OUT[0], TEMP[0]
+ * END;
+ *
+ * \param tex_target one of PIPE_TEXTURE_x
+ */
+void *
+util_make_fragment_tex_shader_xrbias(struct pipe_context *pipe,
+ enum tgsi_texture_type tex_target)
+{
+ struct ureg_program *ureg;
+ struct ureg_src sampler;
+ struct ureg_src coord;
+ struct ureg_dst temp;
+ struct ureg_dst out;
+ struct ureg_src imm;
+ enum tgsi_return_type stype = TGSI_RETURN_TYPE_FLOAT;
+
+ ureg = ureg_create(PIPE_SHADER_FRAGMENT);
+ if (!ureg)
+ return NULL;
+
+ imm = ureg_imm4f(ureg, 1023.0f/510.0f, -384.0f/510.0f, 0.0f, 1.0f);
+ sampler = ureg_DECL_sampler(ureg, 0);
+ ureg_DECL_sampler_view(ureg, 0, tex_target, stype, stype, stype, stype);
+ coord = ureg_DECL_fs_input(ureg,
+ TGSI_SEMANTIC_GENERIC, 0,
+ TGSI_INTERPOLATE_LINEAR);
+ out = ureg_DECL_output(ureg, TGSI_SEMANTIC_COLOR, 0);
+ temp = ureg_DECL_temporary(ureg);
+
+ ureg_TEX(ureg, temp, tex_target, coord, sampler);
+ ureg_MAD(ureg, ureg_writemask(temp, TGSI_WRITEMASK_XYZ),
+ ureg_src(temp),
+ ureg_scalar(imm, TGSI_SWIZZLE_X),
+ ureg_scalar(imm, TGSI_SWIZZLE_Y));
+ ureg_MOV(ureg, out, ureg_src(temp));
+ ureg_END(ureg);
+
+ return ureg_create_shader_and_destroy(ureg, pipe);
+}
+
+
/**
* Make simple fragment texture shader:
* IMM {0,0,0,1} // (if writemask != 0xf)
* MOV OUT[0], TEMP[0]
* END;
*
- * \param tex_target one of PIPE_TEXTURE_x
+ * \param tex_target one of TGSI_TEXTURE_x
* \parma interp_mode either TGSI_INTERPOLATE_LINEAR or PERSPECTIVE
* \param writemask mask of TGSI_WRITEMASK_x
*/
void *
util_make_fragment_tex_shader_writemask(struct pipe_context *pipe,
- unsigned tex_target,
- unsigned interp_mode,
+ enum tgsi_texture_type tex_target,
+ enum tgsi_interpolate_mode interp_mode,
unsigned writemask,
enum tgsi_return_type stype,
enum tgsi_return_type dtype,
/**
* Make a simple fragment shader that sets the output color to a color
* taken from a texture.
- * \param tex_target one of PIPE_TEXTURE_x
+ * \param tex_target one of TGSI_TEXTURE_x
*/
void *
-util_make_fragment_tex_shader(struct pipe_context *pipe, unsigned tex_target,
- unsigned interp_mode,
+util_make_fragment_tex_shader(struct pipe_context *pipe,
+ enum tgsi_texture_type tex_target,
+ enum tgsi_interpolate_mode interp_mode,
enum tgsi_return_type stype,
enum tgsi_return_type dtype,
bool load_level_zero,
}
-/**
- * Make a simple fragment texture shader which reads an X component from
- * a texture and writes it as depth.
- */
-void *
-util_make_fragment_tex_shader_writedepth(struct pipe_context *pipe,
- unsigned tex_target,
- unsigned interp_mode,
- bool load_level_zero,
- bool use_txf)
-{
- struct ureg_program *ureg;
- struct ureg_src sampler;
- struct ureg_src tex;
- struct ureg_dst out, depth;
- struct ureg_src imm;
-
- ureg = ureg_create( PIPE_SHADER_FRAGMENT );
- if (!ureg)
- return NULL;
-
- sampler = ureg_DECL_sampler( ureg, 0 );
-
- ureg_DECL_sampler_view(ureg, 0, tex_target,
- TGSI_RETURN_TYPE_FLOAT,
- TGSI_RETURN_TYPE_FLOAT,
- TGSI_RETURN_TYPE_FLOAT,
- TGSI_RETURN_TYPE_FLOAT);
-
- tex = ureg_DECL_fs_input( ureg,
- TGSI_SEMANTIC_GENERIC, 0,
- interp_mode );
-
- out = ureg_DECL_output( ureg,
- TGSI_SEMANTIC_COLOR,
- 0 );
-
- depth = ureg_DECL_output( ureg,
- TGSI_SEMANTIC_POSITION,
- 0 );
-
- imm = ureg_imm4f( ureg, 0, 0, 0, 1 );
-
- ureg_MOV( ureg, out, imm );
-
- ureg_load_tex(ureg, ureg_writemask(depth, TGSI_WRITEMASK_Z), tex, sampler,
- tex_target, load_level_zero, use_txf);
- ureg_END( ureg );
-
- return ureg_create_shader_and_destroy( ureg, pipe );
-}
-
-
/**
* Make a simple fragment texture shader which reads the texture unit 0 and 1
* and writes it as depth and stencil, respectively.
*/
void *
-util_make_fragment_tex_shader_writedepthstencil(struct pipe_context *pipe,
- unsigned tex_target,
- unsigned interp_mode,
- bool load_level_zero,
- bool use_txf)
-{
- struct ureg_program *ureg;
- struct ureg_src depth_sampler, stencil_sampler;
- struct ureg_src tex;
- struct ureg_dst out, depth, stencil;
- struct ureg_src imm;
-
- ureg = ureg_create( PIPE_SHADER_FRAGMENT );
- if (!ureg)
- return NULL;
-
- depth_sampler = ureg_DECL_sampler( ureg, 0 );
- ureg_DECL_sampler_view(ureg, 0, tex_target,
- TGSI_RETURN_TYPE_FLOAT,
- TGSI_RETURN_TYPE_FLOAT,
- TGSI_RETURN_TYPE_FLOAT,
- TGSI_RETURN_TYPE_FLOAT);
- stencil_sampler = ureg_DECL_sampler( ureg, 1 );
- ureg_DECL_sampler_view(ureg, 0, tex_target,
- TGSI_RETURN_TYPE_UINT,
- TGSI_RETURN_TYPE_UINT,
- TGSI_RETURN_TYPE_UINT,
- TGSI_RETURN_TYPE_UINT);
-
- tex = ureg_DECL_fs_input( ureg,
- TGSI_SEMANTIC_GENERIC, 0,
- interp_mode );
-
- out = ureg_DECL_output( ureg,
- TGSI_SEMANTIC_COLOR,
- 0 );
-
- depth = ureg_DECL_output( ureg,
- TGSI_SEMANTIC_POSITION,
- 0 );
-
- stencil = ureg_DECL_output( ureg,
- TGSI_SEMANTIC_STENCIL,
- 0 );
-
- imm = ureg_imm4f( ureg, 0, 0, 0, 1 );
-
- ureg_MOV( ureg, out, imm );
-
- ureg_load_tex(ureg, ureg_writemask(depth, TGSI_WRITEMASK_Z), tex,
- depth_sampler, tex_target, load_level_zero, use_txf);
- ureg_load_tex(ureg, ureg_writemask(stencil, TGSI_WRITEMASK_Y), tex,
- stencil_sampler, tex_target, load_level_zero, use_txf);
- ureg_END( ureg );
-
- return ureg_create_shader_and_destroy( ureg, pipe );
-}
-
-
-/**
- * Make a simple fragment texture shader which reads a texture and writes it
- * as stencil.
- */
-void *
-util_make_fragment_tex_shader_writestencil(struct pipe_context *pipe,
- unsigned tex_target,
- unsigned interp_mode,
- bool load_level_zero,
- bool use_txf)
+util_make_fs_blit_zs(struct pipe_context *pipe, unsigned zs_mask,
+ enum tgsi_texture_type tex_target,
+ bool load_level_zero, bool use_txf)
{
struct ureg_program *ureg;
- struct ureg_src stencil_sampler;
- struct ureg_src tex;
- struct ureg_dst out, stencil;
- struct ureg_src imm;
+ struct ureg_src depth_sampler, stencil_sampler, coord;
+ struct ureg_dst depth, stencil, tmp;
- ureg = ureg_create( PIPE_SHADER_FRAGMENT );
+ ureg = ureg_create(PIPE_SHADER_FRAGMENT);
if (!ureg)
return NULL;
- stencil_sampler = ureg_DECL_sampler( ureg, 0 );
+ coord = ureg_DECL_fs_input(ureg, TGSI_SEMANTIC_GENERIC, 0,
+ TGSI_INTERPOLATE_LINEAR);
+ tmp = ureg_DECL_temporary(ureg);
- ureg_DECL_sampler_view(ureg, 0, tex_target,
- TGSI_RETURN_TYPE_UINT,
- TGSI_RETURN_TYPE_UINT,
- TGSI_RETURN_TYPE_UINT,
- TGSI_RETURN_TYPE_UINT);
+ if (zs_mask & PIPE_MASK_Z) {
+ depth_sampler = ureg_DECL_sampler(ureg, 0);
+ ureg_DECL_sampler_view(ureg, 0, tex_target,
+ TGSI_RETURN_TYPE_FLOAT,
+ TGSI_RETURN_TYPE_FLOAT,
+ TGSI_RETURN_TYPE_FLOAT,
+ TGSI_RETURN_TYPE_FLOAT);
- tex = ureg_DECL_fs_input( ureg,
- TGSI_SEMANTIC_GENERIC, 0,
- interp_mode );
+ ureg_load_tex(ureg, ureg_writemask(tmp, TGSI_WRITEMASK_X), coord,
+ depth_sampler, tex_target, load_level_zero, use_txf);
- out = ureg_DECL_output( ureg,
- TGSI_SEMANTIC_COLOR,
- 0 );
+ depth = ureg_DECL_output(ureg, TGSI_SEMANTIC_POSITION, 0);
+ ureg_MOV(ureg, ureg_writemask(depth, TGSI_WRITEMASK_Z),
+ ureg_scalar(ureg_src(tmp), TGSI_SWIZZLE_X));
+ }
- stencil = ureg_DECL_output( ureg,
- TGSI_SEMANTIC_STENCIL,
- 0 );
+ if (zs_mask & PIPE_MASK_S) {
+ stencil_sampler = ureg_DECL_sampler(ureg, zs_mask & PIPE_MASK_Z ? 1 : 0);
+ ureg_DECL_sampler_view(ureg, zs_mask & PIPE_MASK_Z ? 1 : 0, tex_target,
+ TGSI_RETURN_TYPE_UINT,
+ TGSI_RETURN_TYPE_UINT,
+ TGSI_RETURN_TYPE_UINT,
+ TGSI_RETURN_TYPE_UINT);
- imm = ureg_imm4f( ureg, 0, 0, 0, 1 );
+ ureg_load_tex(ureg, ureg_writemask(tmp, TGSI_WRITEMASK_X), coord,
+ stencil_sampler, tex_target, load_level_zero, use_txf);
- ureg_MOV( ureg, out, imm );
+ stencil = ureg_DECL_output(ureg, TGSI_SEMANTIC_STENCIL, 0);
+ ureg_MOV(ureg, ureg_writemask(stencil, TGSI_WRITEMASK_Y),
+ ureg_scalar(ureg_src(tmp), TGSI_SWIZZLE_X));
+ }
- ureg_load_tex(ureg, ureg_writemask(stencil, TGSI_WRITEMASK_Y), tex,
- stencil_sampler, tex_target, load_level_zero, use_txf);
- ureg_END( ureg );
+ ureg_END(ureg);
- return ureg_create_shader_and_destroy( ureg, pipe );
+ return ureg_create_shader_and_destroy(ureg, pipe);
}
char text[sizeof(shader_templ)+100];
struct tgsi_token tokens[1000];
- struct pipe_shader_state state;
+ struct pipe_shader_state state = {0};
sprintf(text, shader_templ,
write_all_cbufs ? "PROPERTY FS_COLOR0_WRITES_ALL_CBUFS 1\n" : "",
const char *type = tgsi_texture_names[tgsi_tex];
char text[sizeof(shader_templ)+100];
struct tgsi_token tokens[1000];
- struct pipe_shader_state state;
+ struct pipe_shader_state state = {0};
assert(tgsi_tex == TGSI_TEXTURE_2D_MSAA ||
tgsi_tex == TGSI_TEXTURE_2D_ARRAY_MSAA);
- util_snprintf(text, sizeof(text), shader_templ, type, samp_type,
- output_semantic, conversion_decl, type, conversion, output_mask);
+ snprintf(text, sizeof(text), shader_templ, type, samp_type,
+ output_semantic, conversion_decl, type, conversion, output_mask);
if (!tgsi_text_translate(text, tokens, ARRAY_SIZE(tokens))) {
puts(text);
"FRAG\n"
"DCL IN[0], GENERIC[0], LINEAR\n"
"DCL SAMP[0..1]\n"
- "DCL SVIEW[0..1], %s, FLOAT\n"
+ "DCL SVIEW[0], %s, FLOAT\n"
+ "DCL SVIEW[1], %s, UINT\n"
"DCL OUT[0], POSITION\n"
"DCL OUT[1], STENCIL\n"
"DCL TEMP[0]\n"
const char *type = tgsi_texture_names[tgsi_tex];
char text[sizeof(shader_templ)+100];
struct tgsi_token tokens[1000];
- struct pipe_shader_state state;
+ struct pipe_shader_state state = {0};
assert(tgsi_tex == TGSI_TEXTURE_2D_MSAA ||
tgsi_tex == TGSI_TEXTURE_2D_ARRAY_MSAA);
- sprintf(text, shader_templ, type, type, type);
+ sprintf(text, shader_templ, type, type, type, type);
if (!tgsi_text_translate(text, tokens, ARRAY_SIZE(tokens))) {
assert(0);
return ureg_create_shader_and_destroy(ureg, pipe);
}
+
+/**
+ * Blit from color to ZS or from ZS to color in a manner that is equivalent
+ * to memcpy.
+ *
+ * Color is either R32_UINT (for Z24S8 / S8Z24) or R32G32_UINT (Z32_S8X24).
+ *
+ * Depth and stencil samplers are used to load depth and stencil,
+ * and they are packed and the result is written to a color output.
+ * OR
+ * A color sampler is used to load a color value, which is unpacked and
+ * written to depth and stencil shader outputs.
+ */
+void *
+util_make_fs_pack_color_zs(struct pipe_context *pipe,
+ enum tgsi_texture_type tex_target,
+ enum pipe_format zs_format,
+ bool dst_is_color)
+{
+ struct ureg_program *ureg;
+ struct ureg_src depth_sampler, stencil_sampler, color_sampler, coord;
+ struct ureg_dst out, depth, depth_x, stencil, out_depth, out_stencil, color;
+
+ assert(zs_format == PIPE_FORMAT_Z24_UNORM_S8_UINT || /* color is R32_UINT */
+ zs_format == PIPE_FORMAT_S8_UINT_Z24_UNORM || /* color is R32_UINT */
+ zs_format == PIPE_FORMAT_Z32_FLOAT_S8X24_UINT || /* color is R32G32_UINT */
+ zs_format == PIPE_FORMAT_Z24X8_UNORM || /* color is R32_UINT */
+ zs_format == PIPE_FORMAT_X8Z24_UNORM); /* color is R32_UINT */
+
+ bool has_stencil = zs_format != PIPE_FORMAT_Z24X8_UNORM &&
+ zs_format != PIPE_FORMAT_X8Z24_UNORM;
+ bool is_z24 = zs_format != PIPE_FORMAT_Z32_FLOAT_S8X24_UINT;
+ bool z24_is_high = zs_format == PIPE_FORMAT_S8_UINT_Z24_UNORM ||
+ zs_format == PIPE_FORMAT_X8Z24_UNORM;
+
+ ureg = ureg_create(PIPE_SHADER_FRAGMENT);
+ if (!ureg)
+ return NULL;
+
+ coord = ureg_DECL_fs_input(ureg, TGSI_SEMANTIC_GENERIC, 0,
+ TGSI_INTERPOLATE_LINEAR);
+
+ if (dst_is_color) {
+ /* Load depth. */
+ depth_sampler = ureg_DECL_sampler(ureg, 0);
+ ureg_DECL_sampler_view(ureg, 0, tex_target,
+ TGSI_RETURN_TYPE_FLOAT,
+ TGSI_RETURN_TYPE_FLOAT,
+ TGSI_RETURN_TYPE_FLOAT,
+ TGSI_RETURN_TYPE_FLOAT);
+
+ depth = ureg_DECL_temporary(ureg);
+ depth_x = ureg_writemask(depth, TGSI_WRITEMASK_X);
+ ureg_load_tex(ureg, depth_x, coord, depth_sampler, tex_target, true, true);
+
+ /* Pack to Z24. */
+ if (is_z24) {
+ double imm = 0xffffff;
+ struct ureg_src imm_f64 = ureg_DECL_immediate_f64(ureg, &imm, 2);
+ struct ureg_dst tmp_xy = ureg_writemask(ureg_DECL_temporary(ureg),
+ TGSI_WRITEMASK_XY);
+
+ ureg_F2D(ureg, tmp_xy, ureg_src(depth));
+ ureg_DMUL(ureg, tmp_xy, ureg_src(tmp_xy), imm_f64);
+ ureg_D2U(ureg, depth_x, ureg_src(tmp_xy));
+
+ if (z24_is_high)
+ ureg_SHL(ureg, depth_x, ureg_src(depth), ureg_imm1u(ureg, 8));
+ else
+ ureg_AND(ureg, depth_x, ureg_src(depth), ureg_imm1u(ureg, 0xffffff));
+ }
+
+ if (has_stencil) {
+ /* Load stencil. */
+ stencil_sampler = ureg_DECL_sampler(ureg, 1);
+ ureg_DECL_sampler_view(ureg, 0, tex_target,
+ TGSI_RETURN_TYPE_UINT,
+ TGSI_RETURN_TYPE_UINT,
+ TGSI_RETURN_TYPE_UINT,
+ TGSI_RETURN_TYPE_UINT);
+
+ stencil = ureg_writemask(ureg_DECL_temporary(ureg), TGSI_WRITEMASK_X);
+ ureg_load_tex(ureg, stencil, coord, stencil_sampler, tex_target,
+ true, true);
+
+ /* Pack stencil into depth. */
+ if (is_z24) {
+ if (!z24_is_high)
+ ureg_SHL(ureg, stencil, ureg_src(stencil), ureg_imm1u(ureg, 24));
+
+ ureg_OR(ureg, depth_x, ureg_src(depth), ureg_src(stencil));
+ }
+ }
+
+ out = ureg_DECL_output(ureg, TGSI_SEMANTIC_COLOR, 0);
+
+ if (is_z24) {
+ ureg_MOV(ureg, ureg_writemask(out, TGSI_WRITEMASK_X), ureg_src(depth));
+ } else {
+ /* Z32_S8X24 */
+ ureg_MOV(ureg, ureg_writemask(depth, TGSI_WRITEMASK_Y),
+ ureg_scalar(ureg_src(stencil), TGSI_SWIZZLE_X));
+ ureg_MOV(ureg, ureg_writemask(out, TGSI_WRITEMASK_XY), ureg_src(depth));
+ }
+ } else {
+ color_sampler = ureg_DECL_sampler(ureg, 0);
+ ureg_DECL_sampler_view(ureg, 0, tex_target,
+ TGSI_RETURN_TYPE_UINT,
+ TGSI_RETURN_TYPE_UINT,
+ TGSI_RETURN_TYPE_UINT,
+ TGSI_RETURN_TYPE_UINT);
+
+ color = ureg_DECL_temporary(ureg);
+ ureg_load_tex(ureg, color, coord, color_sampler, tex_target, true, true);
+
+ depth = ureg_writemask(ureg_DECL_temporary(ureg), TGSI_WRITEMASK_X);
+ stencil = ureg_writemask(ureg_DECL_temporary(ureg), TGSI_WRITEMASK_X);
+
+ if (is_z24) {
+ double imm = 1.0 / 0xffffff;
+ struct ureg_src imm_f64 = ureg_DECL_immediate_f64(ureg, &imm, 2);
+ struct ureg_dst tmp_xy = ureg_writemask(ureg_DECL_temporary(ureg),
+ TGSI_WRITEMASK_XY);
+
+ ureg_UBFE(ureg, depth, ureg_src(color),
+ ureg_imm1u(ureg, z24_is_high ? 8 : 0),
+ ureg_imm1u(ureg, 24));
+ ureg_U2D(ureg, tmp_xy, ureg_src(depth));
+ ureg_DMUL(ureg, tmp_xy, ureg_src(tmp_xy), imm_f64);
+ ureg_D2F(ureg, depth, ureg_src(tmp_xy));
+ } else {
+ /* depth = color.x; (Z32_S8X24) */
+ ureg_MOV(ureg, depth, ureg_src(color));
+ }
+
+ out_depth = ureg_DECL_output(ureg, TGSI_SEMANTIC_POSITION, 0);
+ ureg_MOV(ureg, ureg_writemask(out_depth, TGSI_WRITEMASK_Z),
+ ureg_scalar(ureg_src(depth), TGSI_SWIZZLE_X));
+
+ if (has_stencil) {
+ if (is_z24) {
+ ureg_UBFE(ureg, stencil, ureg_src(color),
+ ureg_imm1u(ureg, z24_is_high ? 0 : 24),
+ ureg_imm1u(ureg, 8));
+ } else {
+ /* stencil = color.y[0:7]; (Z32_S8X24) */
+ ureg_UBFE(ureg, stencil,
+ ureg_scalar(ureg_src(color), TGSI_SWIZZLE_Y),
+ ureg_imm1u(ureg, 0),
+ ureg_imm1u(ureg, 8));
+ }
+
+ out_stencil = ureg_DECL_output(ureg, TGSI_SEMANTIC_STENCIL, 0);
+ ureg_MOV(ureg, ureg_writemask(out_stencil, TGSI_WRITEMASK_Y),
+ ureg_scalar(ureg_src(stencil), TGSI_SWIZZLE_X));
+ }
+ }
+
+ ureg_END(ureg);
+
+ return ureg_create_shader_and_destroy(ureg, pipe);
+}
+
+
+/**
+ * Create passthrough tessellation control shader.
+ * Passthrough tessellation control shader has output of vertex shader
+ * as input and input of tessellation eval shader as output.
+ */
+void *
+util_make_tess_ctrl_passthrough_shader(struct pipe_context *pipe,
+ uint num_vs_outputs,
+ uint num_tes_inputs,
+ const ubyte *vs_semantic_names,
+ const ubyte *vs_semantic_indexes,
+ const ubyte *tes_semantic_names,
+ const ubyte *tes_semantic_indexes,
+ const unsigned vertices_per_patch)
+{
+ unsigned i, j;
+ unsigned num_regs;
+
+ struct ureg_program *ureg;
+ struct ureg_dst temp, addr;
+ struct ureg_src invocationID;
+ struct ureg_dst dst[PIPE_MAX_SHADER_OUTPUTS];
+ struct ureg_src src[PIPE_MAX_SHADER_INPUTS];
+
+ ureg = ureg_create(PIPE_SHADER_TESS_CTRL);
+
+ if (!ureg)
+ return NULL;
+
+ ureg_property(ureg, TGSI_PROPERTY_TCS_VERTICES_OUT, vertices_per_patch);
+
+ num_regs = 0;
+
+ for (i = 0; i < num_tes_inputs; i++) {
+ switch (tes_semantic_names[i]) {
+ case TGSI_SEMANTIC_POSITION:
+ case TGSI_SEMANTIC_PSIZE:
+ case TGSI_SEMANTIC_COLOR:
+ case TGSI_SEMANTIC_BCOLOR:
+ case TGSI_SEMANTIC_CLIPDIST:
+ case TGSI_SEMANTIC_CLIPVERTEX:
+ case TGSI_SEMANTIC_TEXCOORD:
+ case TGSI_SEMANTIC_FOG:
+ case TGSI_SEMANTIC_GENERIC:
+ for (j = 0; j < num_vs_outputs; j++) {
+ if (tes_semantic_names[i] == vs_semantic_names[j] &&
+ tes_semantic_indexes[i] == vs_semantic_indexes[j]) {
+
+ dst[num_regs] = ureg_DECL_output(ureg,
+ tes_semantic_names[i],
+ tes_semantic_indexes[i]);
+ src[num_regs] = ureg_DECL_input(ureg, vs_semantic_names[j],
+ vs_semantic_indexes[j],
+ 0, 1);
+
+ if (tes_semantic_names[i] == TGSI_SEMANTIC_GENERIC ||
+ tes_semantic_names[i] == TGSI_SEMANTIC_POSITION) {
+ src[num_regs] = ureg_src_dimension(src[num_regs], 0);
+ dst[num_regs] = ureg_dst_dimension(dst[num_regs], 0);
+ }
+
+ num_regs++;
+ break;
+ }
+ }
+ break;
+ default:
+ break;
+ }
+ }
+
+ dst[num_regs] = ureg_DECL_output(ureg, TGSI_SEMANTIC_TESSOUTER,
+ num_regs);
+ src[num_regs] = ureg_DECL_constant(ureg, 0);
+ num_regs++;
+ dst[num_regs] = ureg_DECL_output(ureg, TGSI_SEMANTIC_TESSINNER,
+ num_regs);
+ src[num_regs] = ureg_DECL_constant(ureg, 1);
+ num_regs++;
+
+ if (vertices_per_patch > 1) {
+ invocationID = ureg_DECL_system_value(ureg,
+ TGSI_SEMANTIC_INVOCATIONID, 0);
+ temp = ureg_DECL_local_temporary(ureg);
+ addr = ureg_DECL_address(ureg);
+ ureg_UARL(ureg, ureg_writemask(addr, TGSI_WRITEMASK_X),
+ ureg_scalar(invocationID, TGSI_SWIZZLE_X));
+ }
+
+ for (i = 0; i < num_regs; i++) {
+ if (dst[i].Dimension && vertices_per_patch > 1) {
+ struct ureg_src addr_x = ureg_scalar(ureg_src(addr), TGSI_SWIZZLE_X);
+ ureg_MOV(ureg, temp, ureg_src_dimension_indirect(src[i],
+ addr_x, 0));
+ ureg_MOV(ureg, ureg_dst_dimension_indirect(dst[i],
+ addr_x, 0), ureg_src(temp));
+ }
+ else
+ ureg_MOV(ureg, dst[i], src[i]);
+ }
+
+ ureg_END(ureg);
+
+ return ureg_create_shader_and_destroy(ureg, pipe);
+}