gallium/util: use uint sampler for stencil-reads
[mesa.git] / src / gallium / auxiliary / util / u_simple_shaders.c
index b0f2dd8aa29e8173c9620140c180fa2f6c5a4238..e0e093ab575647b49444982b3121b526ec2428cd 100644 (file)
@@ -1,6 +1,6 @@
 /**************************************************************************
  *
- * Copyright 2008 Tungsten Graphics, Inc., Cedar Park, Texas.
+ * Copyright 2008 VMware, Inc.
  * All Rights Reserved.
  * Copyright 2009 Marek Olšák <maraeo@gmail.com>
  *
@@ -19,7 +19,7 @@
  * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
  * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
  * MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT.
- * IN NO EVENT SHALL TUNGSTEN GRAPHICS AND/OR ITS SUPPLIERS BE LIABLE FOR
+ * IN NO EVENT SHALL VMWARE AND/OR ITS SUPPLIERS BE LIABLE FOR
  * ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
  * TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
  * SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
 #include "pipe/p_state.h"
 #include "util/u_simple_shaders.h"
 #include "util/u_debug.h"
+#include "util/u_memory.h"
+#include "util/u_string.h"
+#include "tgsi/tgsi_dump.h"
+#include "tgsi/tgsi_strings.h"
 #include "tgsi/tgsi_ureg.h"
+#include "tgsi/tgsi_text.h"
+#include <stdio.h> /* include last */
 
 
 
 void *
 util_make_vertex_passthrough_shader(struct pipe_context *pipe,
                                     uint num_attribs,
-                                    const uint *semantic_names,
-                                    const uint *semantic_indexes)
+                                    const enum tgsi_semantic *semantic_names,
+                                    const uint *semantic_indexes,
+                                    bool window_space)
+{
+   return util_make_vertex_passthrough_shader_with_so(pipe, num_attribs,
+                                                      semantic_names,
+                                                      semantic_indexes,
+                                                      window_space, false, NULL);
+}
+
+void *
+util_make_vertex_passthrough_shader_with_so(struct pipe_context *pipe,
+                                    uint num_attribs,
+                                    const enum tgsi_semantic *semantic_names,
+                                    const uint *semantic_indexes,
+                                    bool window_space, bool layered,
+                                   const struct pipe_stream_output_info *so)
 {
    struct ureg_program *ureg;
    uint i;
 
-   ureg = ureg_create( TGSI_PROCESSOR_VERTEX );
-   if (ureg == NULL)
+   ureg = ureg_create( PIPE_SHADER_VERTEX );
+   if (!ureg)
       return NULL;
 
+   if (window_space)
+      ureg_property(ureg, TGSI_PROPERTY_VS_WINDOW_SPACE_POSITION, TRUE);
+
    for (i = 0; i < num_attribs; i++) {
       struct ureg_src src;
       struct ureg_dst dst;
@@ -76,43 +100,216 @@ util_make_vertex_passthrough_shader(struct pipe_context *pipe,
       ureg_MOV( ureg, dst, src );
    }
 
+   if (layered) {
+      struct ureg_src instance_id =
+         ureg_DECL_system_value(ureg, TGSI_SEMANTIC_INSTANCEID, 0);
+      struct ureg_dst layer = ureg_DECL_output(ureg, TGSI_SEMANTIC_LAYER, 0);
+
+      ureg_MOV(ureg, ureg_writemask(layer, TGSI_WRITEMASK_X),
+               ureg_scalar(instance_id, TGSI_SWIZZLE_X));
+   }
+
    ureg_END( ureg );
 
-   return ureg_create_shader_and_destroy( ureg, pipe );
+   return ureg_create_shader_with_so_and_destroy( ureg, pipe, so );
+}
+
+
+void *util_make_layered_clear_vertex_shader(struct pipe_context *pipe)
+{
+   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,
+                                                      semantic_indices, false,
+                                                      true, NULL);
+}
+
+/**
+ * Takes position and color, and outputs position, color, and instance id.
+ */
+void *util_make_layered_clear_helper_vertex_shader(struct pipe_context *pipe)
+{
+   static const char text[] =
+         "VERT\n"
+         "DCL IN[0]\n"
+         "DCL IN[1]\n"
+         "DCL SV[0], INSTANCEID\n"
+         "DCL OUT[0], POSITION\n"
+         "DCL OUT[1], GENERIC[0]\n"
+         "DCL OUT[2], GENERIC[1]\n"
+
+         "MOV OUT[0], IN[0]\n"
+         "MOV OUT[1], IN[1]\n"
+         "MOV OUT[2].x, SV[0].xxxx\n"
+         "END\n";
+   struct tgsi_token tokens[1000];
+   struct pipe_shader_state state = {0};
+
+   if (!tgsi_text_translate(text, tokens, ARRAY_SIZE(tokens))) {
+      assert(0);
+      return NULL;
+   }
+   pipe_shader_state_from_tgsi(&state, tokens);
+   return pipe->create_vs_state(pipe, &state);
+}
+
+/**
+ * Takes position, color, and target layer, and emits vertices on that target
+ * layer, with the specified color.
+ */
+void *util_make_layered_clear_geometry_shader(struct pipe_context *pipe)
+{
+   static const char text[] =
+      "GEOM\n"
+      "PROPERTY GS_INPUT_PRIMITIVE TRIANGLES\n"
+      "PROPERTY GS_OUTPUT_PRIMITIVE TRIANGLE_STRIP\n"
+      "PROPERTY GS_MAX_OUTPUT_VERTICES 3\n"
+      "PROPERTY GS_INVOCATIONS 1\n"
+      "DCL IN[][0], POSITION\n" /* position */
+      "DCL IN[][1], GENERIC[0]\n" /* color */
+      "DCL IN[][2], GENERIC[1]\n" /* vs invocation */
+      "DCL OUT[0], POSITION\n"
+      "DCL OUT[1], GENERIC[0]\n"
+      "DCL OUT[2], LAYER\n"
+      "IMM[0] INT32 {0, 0, 0, 0}\n"
+
+      "MOV OUT[0], IN[0][0]\n"
+      "MOV OUT[1], IN[0][1]\n"
+      "MOV OUT[2].x, IN[0][2].xxxx\n"
+      "EMIT IMM[0].xxxx\n"
+      "MOV OUT[0], IN[1][0]\n"
+      "MOV OUT[1], IN[1][1]\n"
+      "MOV OUT[2].x, IN[1][2].xxxx\n"
+      "EMIT IMM[0].xxxx\n"
+      "MOV OUT[0], IN[2][0]\n"
+      "MOV OUT[1], IN[2][1]\n"
+      "MOV OUT[2].x, IN[2][2].xxxx\n"
+      "EMIT IMM[0].xxxx\n"
+      "END\n";
+   struct tgsi_token tokens[1000];
+   struct pipe_shader_state state = {0};
+
+   if (!tgsi_text_translate(text, tokens, ARRAY_SIZE(tokens))) {
+      assert(0);
+      return NULL;
+   }
+   pipe_shader_state_from_tgsi(&state, tokens);
+   return pipe->create_gs_state(pipe, &state);
+}
+
+static void
+ureg_load_tex(struct ureg_program *ureg, struct ureg_dst out,
+              struct ureg_src coord, struct ureg_src sampler,
+              enum tgsi_texture_type tex_target,
+              bool load_level_zero, bool use_txf)
+{
+   if (use_txf) {
+      struct ureg_dst temp = ureg_DECL_temporary(ureg);
+
+      ureg_F2I(ureg, temp, coord);
+
+      if (load_level_zero)
+         ureg_TXF_LZ(ureg, out, tex_target, ureg_src(temp), sampler);
+      else
+         ureg_TXF(ureg, out, tex_target, ureg_src(temp), sampler);
+   } else {
+      if (load_level_zero)
+         ureg_TEX_LZ(ureg, out, tex_target, coord, sampler);
+      else
+         ureg_TEX(ureg, out, tex_target, coord, sampler);
+   }
+}
+
+/**
+ * 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], IMM[0]                    // (if writemask != 0xf)
- *  TEX OUT[0].writemask, IN[0], SAMP[0], 2D;
+ *  MOV TEMP[0], IMM[0]                   // (if writemask != 0xf)
+ *  TEX TEMP[0].writemask, IN[0], SAMP[0], 2D;
+ *   .. optional SINT <-> UINT clamping ..
+ *  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,
-                                        unsigned writemask )
+                                        enum tgsi_texture_type tex_target,
+                                        enum tgsi_interpolate_mode interp_mode,
+                                        unsigned writemask,
+                                        enum tgsi_return_type stype,
+                                        enum tgsi_return_type dtype,
+                                        bool load_level_zero,
+                                        bool use_txf)
 {
    struct ureg_program *ureg;
    struct ureg_src sampler;
    struct ureg_src tex;
+   struct ureg_dst temp;
    struct ureg_dst out;
 
+   assert((stype == TGSI_RETURN_TYPE_FLOAT) == (dtype == TGSI_RETURN_TYPE_FLOAT));
    assert(interp_mode == TGSI_INTERPOLATE_LINEAR ||
           interp_mode == TGSI_INTERPOLATE_PERSPECTIVE);
 
-   ureg = ureg_create( TGSI_PROCESSOR_FRAGMENT );
-   if (ureg == NULL)
+   ureg = ureg_create( PIPE_SHADER_FRAGMENT );
+   if (!ureg)
       return NULL;
    
    sampler = ureg_DECL_sampler( ureg, 0 );
 
+   ureg_DECL_sampler_view(ureg, 0, tex_target, stype, stype, stype, stype);
+
    tex = ureg_DECL_fs_input( ureg, 
                              TGSI_SEMANTIC_GENERIC, 0, 
                              interp_mode );
@@ -121,15 +318,37 @@ util_make_fragment_tex_shader_writemask(struct pipe_context *pipe,
                            TGSI_SEMANTIC_COLOR,
                            0 );
 
+   temp = ureg_DECL_temporary(ureg);
+
    if (writemask != TGSI_WRITEMASK_XYZW) {
       struct ureg_src imm = ureg_imm4f( ureg, 0, 0, 0, 1 );
 
-      ureg_MOV( ureg, out, imm );
+      ureg_MOV(ureg, temp, imm);
    }
 
-   ureg_TEX( ureg, 
-             ureg_writemask(out, writemask),
-             tex_target, tex, sampler );
+   if (tex_target == TGSI_TEXTURE_BUFFER)
+      ureg_TXF(ureg,
+               ureg_writemask(temp, writemask),
+               tex_target, tex, sampler);
+   else
+      ureg_load_tex(ureg, ureg_writemask(temp, writemask), tex, sampler,
+                    tex_target, load_level_zero, use_txf);
+
+   if (stype != dtype) {
+      if (stype == TGSI_RETURN_TYPE_SINT) {
+         assert(dtype == TGSI_RETURN_TYPE_UINT);
+
+         ureg_IMAX(ureg, temp, ureg_src(temp), ureg_imm1i(ureg, 0));
+      } else {
+         assert(stype == TGSI_RETURN_TYPE_UINT);
+         assert(dtype == TGSI_RETURN_TYPE_SINT);
+
+         ureg_UMIN(ureg, temp, ureg_src(temp), ureg_imm1u(ureg, (1u << 31) - 1));
+      }
+   }
+
+   ureg_MOV(ureg, out, ureg_src(temp));
+
    ureg_END( ureg );
 
    return ureg_create_shader_and_destroy( ureg, pipe );
@@ -139,73 +358,135 @@ util_make_fragment_tex_shader_writemask(struct pipe_context *pipe,
 /**
  * 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,
+                              bool use_txf)
 {
    return util_make_fragment_tex_shader_writemask( pipe,
                                                    tex_target,
                                                    interp_mode,
-                                                   TGSI_WRITEMASK_XYZW );
+                                                   TGSI_WRITEMASK_XYZW,
+                                                   stype, dtype, load_level_zero,
+                                                   use_txf);
 }
 
 
 /**
- * Make a simple fragment texture shader which reads an X component from
- * a texture and writes it as depth.
+ * 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_writedepth(struct pipe_context *pipe,
-                                         unsigned tex_target,
-                                         unsigned interp_mode)
+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 sampler;
-   struct ureg_src tex;
-   struct ureg_dst out, depth;
-   struct ureg_src imm;
+   struct ureg_src depth_sampler, stencil_sampler, coord;
+   struct ureg_dst depth, stencil, tmp;
 
-   ureg = ureg_create( TGSI_PROCESSOR_FRAGMENT );
-   if (ureg == NULL)
+   ureg = ureg_create(PIPE_SHADER_FRAGMENT);
+   if (!ureg)
       return NULL;
 
-   sampler = ureg_DECL_sampler( ureg, 0 );
+   coord = ureg_DECL_fs_input(ureg, TGSI_SEMANTIC_GENERIC, 0,
+                              TGSI_INTERPOLATE_LINEAR);
+   tmp = ureg_DECL_temporary(ureg);
 
-   tex = ureg_DECL_fs_input( ureg,
-                             TGSI_SEMANTIC_GENERIC, 0,
-                             interp_mode );
+   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);
 
-   out = ureg_DECL_output( ureg,
-                           TGSI_SEMANTIC_COLOR,
-                           0 );
+      ureg_load_tex(ureg, ureg_writemask(tmp, TGSI_WRITEMASK_X), coord,
+                    depth_sampler, tex_target, load_level_zero, use_txf);
 
-   depth = ureg_DECL_output( ureg,
-                             TGSI_SEMANTIC_POSITION,
-                             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));
+   }
 
-   imm = ureg_imm4f( ureg, 0, 0, 0, 1 );
+   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);
 
-   ureg_MOV( ureg, out, imm );
+      ureg_load_tex(ureg, ureg_writemask(tmp, TGSI_WRITEMASK_X), coord,
+                    stencil_sampler, tex_target, load_level_zero, use_txf);
 
-   ureg_TEX( ureg,
-             ureg_writemask(depth, TGSI_WRITEMASK_Z),
-             tex_target, tex, sampler );
-   ureg_END( ureg );
+      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));
+   }
 
-   return ureg_create_shader_and_destroy( ureg, pipe );
+   ureg_END(ureg);
+
+   return ureg_create_shader_and_destroy(ureg, pipe);
 }
 
 
 /**
- * Make simple fragment color pass-through shader.
+ * Make simple fragment color pass-through shader that replicates OUT[0]
+ * to all bound colorbuffers.
  */
 void *
-util_make_fragment_passthrough_shader(struct pipe_context *pipe)
+util_make_fragment_passthrough_shader(struct pipe_context *pipe,
+                                      int input_semantic,
+                                      int input_interpolate,
+                                      boolean write_all_cbufs)
+{
+   static const char shader_templ[] =
+         "FRAG\n"
+         "%s"
+         "DCL IN[0], %s[0], %s\n"
+         "DCL OUT[0], COLOR[0]\n"
+
+         "MOV OUT[0], IN[0]\n"
+         "END\n";
+
+   char text[sizeof(shader_templ)+100];
+   struct tgsi_token tokens[1000];
+   struct pipe_shader_state state = {0};
+
+   sprintf(text, shader_templ,
+           write_all_cbufs ? "PROPERTY FS_COLOR0_WRITES_ALL_CBUFS 1\n" : "",
+           tgsi_semantic_names[input_semantic],
+           tgsi_interpolate_names[input_interpolate]);
+
+   if (!tgsi_text_translate(text, tokens, ARRAY_SIZE(tokens))) {
+      assert(0);
+      return NULL;
+   }
+   pipe_shader_state_from_tgsi(&state, tokens);
+#if 0
+   tgsi_dump(state.tokens, 0);
+#endif
+
+   return pipe->create_fs_state(pipe, &state);
+}
+
+
+void *
+util_make_empty_fragment_shader(struct pipe_context *pipe)
 {
-   return util_make_fragment_cloneinput_shader(pipe, 1, TGSI_SEMANTIC_COLOR,
-                                               TGSI_INTERPOLATE_PERSPECTIVE);
+   struct ureg_program *ureg = ureg_create(PIPE_SHADER_FRAGMENT);
+   if (!ureg)
+      return NULL;
+
+   ureg_END(ureg);
+   return ureg_create_shader_and_destroy(ureg, pipe);
 }
 
 
@@ -224,8 +505,8 @@ util_make_fragment_cloneinput_shader(struct pipe_context *pipe, int num_cbufs,
 
    assert(num_cbufs <= PIPE_MAX_COLOR_BUFS);
 
-   ureg = ureg_create( TGSI_PROCESSOR_FRAGMENT );
-   if (ureg == NULL)
+   ureg = ureg_create( PIPE_SHADER_FRAGMENT );
+   if (!ureg)
       return NULL;
 
    src = ureg_DECL_fs_input( ureg, input_semantic, 0,
@@ -241,3 +522,646 @@ util_make_fragment_cloneinput_shader(struct pipe_context *pipe, int num_cbufs,
 
    return ureg_create_shader_and_destroy( ureg, pipe );
 }
+
+
+static void *
+util_make_fs_blit_msaa_gen(struct pipe_context *pipe,
+                           enum tgsi_texture_type tgsi_tex,
+                           const char *samp_type,
+                           const char *output_semantic,
+                           const char *output_mask,
+                           const char *conversion_decl,
+                           const char *conversion)
+{
+   static const char shader_templ[] =
+         "FRAG\n"
+         "DCL IN[0], GENERIC[0], LINEAR\n"
+         "DCL SAMP[0]\n"
+         "DCL SVIEW[0], %s, %s\n"
+         "DCL OUT[0], %s\n"
+         "DCL TEMP[0]\n"
+         "%s"
+
+         "F2U TEMP[0], IN[0]\n"
+         "TXF TEMP[0], TEMP[0], SAMP[0], %s\n"
+         "%s"
+         "MOV OUT[0]%s, TEMP[0]\n"
+         "END\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 = {0};
+
+   assert(tgsi_tex == TGSI_TEXTURE_2D_MSAA ||
+          tgsi_tex == TGSI_TEXTURE_2D_ARRAY_MSAA);
+
+   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);
+      assert(0);
+      return NULL;
+   }
+   pipe_shader_state_from_tgsi(&state, tokens);
+#if 0
+   tgsi_dump(state.tokens, 0);
+#endif
+
+   return pipe->create_fs_state(pipe, &state);
+}
+
+
+/**
+ * Make a fragment shader that sets the output color to a color
+ * fetched from a multisample texture.
+ * \param tex_target  one of PIPE_TEXTURE_x
+ */
+void *
+util_make_fs_blit_msaa_color(struct pipe_context *pipe,
+                             enum tgsi_texture_type tgsi_tex,
+                             enum tgsi_return_type stype,
+                             enum tgsi_return_type dtype)
+{
+   const char *samp_type;
+   const char *conversion_decl = "";
+   const char *conversion = "";
+
+   if (stype == TGSI_RETURN_TYPE_UINT) {
+      samp_type = "UINT";
+
+      if (dtype == TGSI_RETURN_TYPE_SINT) {
+         conversion_decl = "IMM[0] UINT32 {2147483647, 0, 0, 0}\n";
+         conversion = "UMIN TEMP[0], TEMP[0], IMM[0].xxxx\n";
+      }
+   } else if (stype == TGSI_RETURN_TYPE_SINT) {
+      samp_type = "SINT";
+
+      if (dtype == TGSI_RETURN_TYPE_UINT) {
+         conversion_decl = "IMM[0] INT32 {0, 0, 0, 0}\n";
+         conversion = "IMAX TEMP[0], TEMP[0], IMM[0].xxxx\n";
+      }
+   } else {
+      assert(dtype == TGSI_RETURN_TYPE_FLOAT);
+      samp_type = "FLOAT";
+   }
+
+   return util_make_fs_blit_msaa_gen(pipe, tgsi_tex, samp_type,
+                                     "COLOR[0]", "", conversion_decl,
+                                     conversion);
+}
+
+
+/**
+ * Make a fragment shader that sets the output depth to a depth value
+ * fetched from a multisample texture.
+ * \param tex_target  one of PIPE_TEXTURE_x
+ */
+void *
+util_make_fs_blit_msaa_depth(struct pipe_context *pipe,
+                             enum tgsi_texture_type tgsi_tex)
+{
+   return util_make_fs_blit_msaa_gen(pipe, tgsi_tex, "FLOAT",
+                                     "POSITION", ".z", "", "");
+}
+
+
+/**
+ * Make a fragment shader that sets the output stencil to a stencil value
+ * fetched from a multisample texture.
+ * \param tex_target  one of PIPE_TEXTURE_x
+ */
+void *
+util_make_fs_blit_msaa_stencil(struct pipe_context *pipe,
+                               enum tgsi_texture_type tgsi_tex)
+{
+   return util_make_fs_blit_msaa_gen(pipe, tgsi_tex, "UINT",
+                                     "STENCIL", ".y", "", "");
+}
+
+
+/**
+ * Make a fragment shader that sets the output depth and stencil to depth
+ * and stencil values fetched from two multisample textures / samplers.
+ * The sizes of both textures should match (it should be one depth-stencil
+ * texture).
+ * \param tex_target  one of PIPE_TEXTURE_x
+ */
+void *
+util_make_fs_blit_msaa_depthstencil(struct pipe_context *pipe,
+                                    enum tgsi_texture_type tgsi_tex)
+{
+   static const char shader_templ[] =
+         "FRAG\n"
+         "DCL IN[0], GENERIC[0], LINEAR\n"
+         "DCL SAMP[0..1]\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"
+
+         "F2U TEMP[0], IN[0]\n"
+         "TXF OUT[0].z, TEMP[0], SAMP[0], %s\n"
+         "TXF OUT[1].y, TEMP[0], SAMP[1], %s\n"
+         "END\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 = {0};
+
+   assert(tgsi_tex == TGSI_TEXTURE_2D_MSAA ||
+          tgsi_tex == TGSI_TEXTURE_2D_ARRAY_MSAA);
+
+   sprintf(text, shader_templ, type, type, type, type);
+
+   if (!tgsi_text_translate(text, tokens, ARRAY_SIZE(tokens))) {
+      assert(0);
+      return NULL;
+   }
+   pipe_shader_state_from_tgsi(&state, tokens);
+#if 0
+   tgsi_dump(state.tokens, 0);
+#endif
+
+   return pipe->create_fs_state(pipe, &state);
+}
+
+
+void *
+util_make_fs_msaa_resolve(struct pipe_context *pipe,
+                          enum tgsi_texture_type tgsi_tex, unsigned nr_samples,
+                          enum tgsi_return_type stype)
+{
+   struct ureg_program *ureg;
+   struct ureg_src sampler, coord;
+   struct ureg_dst out, tmp_sum, tmp_coord, tmp;
+   unsigned i;
+
+   ureg = ureg_create(PIPE_SHADER_FRAGMENT);
+   if (!ureg)
+      return NULL;
+
+   /* Declarations. */
+   sampler = ureg_DECL_sampler(ureg, 0);
+   ureg_DECL_sampler_view(ureg, 0, tgsi_tex, 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);
+   tmp_sum = ureg_DECL_temporary(ureg);
+   tmp_coord = ureg_DECL_temporary(ureg);
+   tmp = ureg_DECL_temporary(ureg);
+
+   /* Instructions. */
+   ureg_MOV(ureg, tmp_sum, ureg_imm1f(ureg, 0));
+   ureg_F2U(ureg, tmp_coord, coord);
+
+   for (i = 0; i < nr_samples; i++) {
+      /* Read one sample. */
+      ureg_MOV(ureg, ureg_writemask(tmp_coord, TGSI_WRITEMASK_W),
+               ureg_imm1u(ureg, i));
+      ureg_TXF(ureg, tmp, tgsi_tex, ureg_src(tmp_coord), sampler);
+
+      if (stype == TGSI_RETURN_TYPE_UINT)
+         ureg_U2F(ureg, tmp, ureg_src(tmp));
+      else if (stype == TGSI_RETURN_TYPE_SINT)
+         ureg_I2F(ureg, tmp, ureg_src(tmp));
+
+      /* Add it to the sum.*/
+      ureg_ADD(ureg, tmp_sum, ureg_src(tmp_sum), ureg_src(tmp));
+   }
+
+   /* Calculate the average and return. */
+   ureg_MUL(ureg, tmp_sum, ureg_src(tmp_sum),
+            ureg_imm1f(ureg, 1.0 / nr_samples));
+
+   if (stype == TGSI_RETURN_TYPE_UINT)
+      ureg_F2U(ureg, out, ureg_src(tmp_sum));
+   else if (stype == TGSI_RETURN_TYPE_SINT)
+      ureg_F2I(ureg, out, ureg_src(tmp_sum));
+   else
+      ureg_MOV(ureg, out, ureg_src(tmp_sum));
+
+   ureg_END(ureg);
+
+   return ureg_create_shader_and_destroy(ureg, pipe);
+}
+
+
+void *
+util_make_fs_msaa_resolve_bilinear(struct pipe_context *pipe,
+                                   enum tgsi_texture_type tgsi_tex,
+                                   unsigned nr_samples,
+                                   enum tgsi_return_type stype)
+{
+   struct ureg_program *ureg;
+   struct ureg_src sampler, coord;
+   struct ureg_dst out, tmp, top, bottom;
+   struct ureg_dst tmp_coord[4], tmp_sum[4];
+   unsigned i, c;
+
+   ureg = ureg_create(PIPE_SHADER_FRAGMENT);
+   if (!ureg)
+      return NULL;
+
+   /* Declarations. */
+   sampler = ureg_DECL_sampler(ureg, 0);
+   ureg_DECL_sampler_view(ureg, 0, tgsi_tex, 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);
+   for (c = 0; c < 4; c++)
+      tmp_sum[c] = ureg_DECL_temporary(ureg);
+   for (c = 0; c < 4; c++)
+      tmp_coord[c] = ureg_DECL_temporary(ureg);
+   tmp = ureg_DECL_temporary(ureg);
+   top = ureg_DECL_temporary(ureg);
+   bottom = ureg_DECL_temporary(ureg);
+
+   /* Instructions. */
+   for (c = 0; c < 4; c++)
+      ureg_MOV(ureg, tmp_sum[c], ureg_imm1f(ureg, 0));
+
+   /* Get 4 texture coordinates for the bilinear filter. */
+   ureg_F2U(ureg, tmp_coord[0], coord); /* top-left */
+   ureg_UADD(ureg, tmp_coord[1], ureg_src(tmp_coord[0]),
+             ureg_imm4u(ureg, 1, 0, 0, 0)); /* top-right */
+   ureg_UADD(ureg, tmp_coord[2], ureg_src(tmp_coord[0]),
+             ureg_imm4u(ureg, 0, 1, 0, 0)); /* bottom-left */
+   ureg_UADD(ureg, tmp_coord[3], ureg_src(tmp_coord[0]),
+             ureg_imm4u(ureg, 1, 1, 0, 0)); /* bottom-right */
+
+   for (i = 0; i < nr_samples; i++) {
+      for (c = 0; c < 4; c++) {
+         /* Read one sample. */
+         ureg_MOV(ureg, ureg_writemask(tmp_coord[c], TGSI_WRITEMASK_W),
+                  ureg_imm1u(ureg, i));
+         ureg_TXF(ureg, tmp, tgsi_tex, ureg_src(tmp_coord[c]), sampler);
+
+         if (stype == TGSI_RETURN_TYPE_UINT)
+            ureg_U2F(ureg, tmp, ureg_src(tmp));
+         else if (stype == TGSI_RETURN_TYPE_SINT)
+            ureg_I2F(ureg, tmp, ureg_src(tmp));
+
+         /* Add it to the sum.*/
+         ureg_ADD(ureg, tmp_sum[c], ureg_src(tmp_sum[c]), ureg_src(tmp));
+      }
+   }
+
+   /* Calculate the average. */
+   for (c = 0; c < 4; c++)
+      ureg_MUL(ureg, tmp_sum[c], ureg_src(tmp_sum[c]),
+               ureg_imm1f(ureg, 1.0 / nr_samples));
+
+   /* Take the 4 average values and apply a standard bilinear filter. */
+   ureg_FRC(ureg, tmp, coord);
+
+   ureg_LRP(ureg, top,
+            ureg_scalar(ureg_src(tmp), 0),
+            ureg_src(tmp_sum[1]),
+            ureg_src(tmp_sum[0]));
+
+   ureg_LRP(ureg, bottom,
+            ureg_scalar(ureg_src(tmp), 0),
+            ureg_src(tmp_sum[3]),
+            ureg_src(tmp_sum[2]));
+
+   ureg_LRP(ureg, tmp,
+            ureg_scalar(ureg_src(tmp), 1),
+            ureg_src(bottom),
+            ureg_src(top));
+
+   /* Convert to the texture format and return. */
+   if (stype == TGSI_RETURN_TYPE_UINT)
+      ureg_F2U(ureg, out, ureg_src(tmp));
+   else if (stype == TGSI_RETURN_TYPE_SINT)
+      ureg_F2I(ureg, out, ureg_src(tmp));
+   else
+      ureg_MOV(ureg, out, ureg_src(tmp));
+
+   ureg_END(ureg);
+
+   return ureg_create_shader_and_destroy(ureg, pipe);
+}
+
+void *
+util_make_geometry_passthrough_shader(struct pipe_context *pipe,
+                                      uint num_attribs,
+                                      const ubyte *semantic_names,
+                                      const ubyte *semantic_indexes)
+{
+   static const unsigned zero[4] = {0, 0, 0, 0};
+
+   struct ureg_program *ureg;
+   struct ureg_dst dst[PIPE_MAX_SHADER_OUTPUTS];
+   struct ureg_src src[PIPE_MAX_SHADER_INPUTS];
+   struct ureg_src imm;
+
+   unsigned i;
+
+   ureg = ureg_create(PIPE_SHADER_GEOMETRY);
+   if (!ureg)
+      return NULL;
+
+   ureg_property(ureg, TGSI_PROPERTY_GS_INPUT_PRIM, PIPE_PRIM_POINTS);
+   ureg_property(ureg, TGSI_PROPERTY_GS_OUTPUT_PRIM, PIPE_PRIM_POINTS);
+   ureg_property(ureg, TGSI_PROPERTY_GS_MAX_OUTPUT_VERTICES, 1);
+   ureg_property(ureg, TGSI_PROPERTY_GS_INVOCATIONS, 1);
+   imm = ureg_DECL_immediate_uint(ureg, zero, 4);
+
+   /**
+    * Loop over all the attribs and declare the corresponding
+    * declarations in the geometry shader
+    */
+   for (i = 0; i < num_attribs; i++) {
+      src[i] = ureg_DECL_input(ureg, semantic_names[i],
+                               semantic_indexes[i], 0, 1);
+      src[i] = ureg_src_dimension(src[i], 0);
+      dst[i] = ureg_DECL_output(ureg, semantic_names[i], semantic_indexes[i]);
+   }
+
+   /* MOV dst[i] src[i] */
+   for (i = 0; i < num_attribs; i++) {
+      ureg_MOV(ureg, dst[i], src[i]);
+   }
+
+   /* EMIT IMM[0] */
+   ureg_insn(ureg, TGSI_OPCODE_EMIT, NULL, 0, &imm, 1, 0);
+
+   /* END */
+   ureg_END(ureg);
+
+   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);
+}