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[AROS.git] / workbench / libs / mesa / src / gallium / auxiliary / util / u_simple_shaders.c
blobb0f2dd8aa29e8173c9620140c180fa2f6c5a4238
1 /**************************************************************************
3 * Copyright 2008 Tungsten Graphics, Inc., Cedar Park, Texas.
4 * All Rights Reserved.
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
17 * of the Software.
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 **************************************************************************/
29 /**
30 * @file
31 * Simple vertex/fragment shader generators.
33 * @author Brian Paul
34 Marek Olšák
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"
47 /**
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
53 void *
54 util_make_vertex_passthrough_shader(struct pipe_context *pipe,
55 uint num_attribs,
56 const uint *semantic_names,
57 const uint *semantic_indexes)
59 struct ureg_program *ureg;
60 uint i;
62 ureg = ureg_create( TGSI_PROCESSOR_VERTEX );
63 if (ureg == NULL)
64 return NULL;
66 for (i = 0; i < num_attribs; i++) {
67 struct ureg_src src;
68 struct ureg_dst dst;
70 src = ureg_DECL_vs_input( ureg, i );
72 dst = ureg_DECL_output( ureg,
73 semantic_names[i],
74 semantic_indexes[i]);
76 ureg_MOV( ureg, dst, src );
79 ureg_END( ureg );
81 return ureg_create_shader_and_destroy( ureg, pipe );
85 /**
86 * Make simple fragment texture shader:
87 * IMM {0,0,0,1} // (if writemask != 0xf)
88 * MOV OUT[0], IMM[0] // (if writemask != 0xf)
89 * TEX OUT[0].writemask, IN[0], SAMP[0], 2D;
90 * END;
92 * \param tex_target one of PIPE_TEXTURE_x
93 * \parma interp_mode either TGSI_INTERPOLATE_LINEAR or PERSPECTIVE
94 * \param writemask mask of TGSI_WRITEMASK_x
96 void *
97 util_make_fragment_tex_shader_writemask(struct pipe_context *pipe,
98 unsigned tex_target,
99 unsigned interp_mode,
100 unsigned writemask )
102 struct ureg_program *ureg;
103 struct ureg_src sampler;
104 struct ureg_src tex;
105 struct ureg_dst out;
107 assert(interp_mode == TGSI_INTERPOLATE_LINEAR ||
108 interp_mode == TGSI_INTERPOLATE_PERSPECTIVE);
110 ureg = ureg_create( TGSI_PROCESSOR_FRAGMENT );
111 if (ureg == NULL)
112 return NULL;
114 sampler = ureg_DECL_sampler( ureg, 0 );
116 tex = ureg_DECL_fs_input( ureg,
117 TGSI_SEMANTIC_GENERIC, 0,
118 interp_mode );
120 out = ureg_DECL_output( ureg,
121 TGSI_SEMANTIC_COLOR,
122 0 );
124 if (writemask != TGSI_WRITEMASK_XYZW) {
125 struct ureg_src imm = ureg_imm4f( ureg, 0, 0, 0, 1 );
127 ureg_MOV( ureg, out, imm );
130 ureg_TEX( ureg,
131 ureg_writemask(out, writemask),
132 tex_target, tex, sampler );
133 ureg_END( ureg );
135 return ureg_create_shader_and_destroy( ureg, pipe );
140 * Make a simple fragment shader that sets the output color to a color
141 * taken from a texture.
142 * \param tex_target one of PIPE_TEXTURE_x
144 void *
145 util_make_fragment_tex_shader(struct pipe_context *pipe, unsigned tex_target,
146 unsigned interp_mode)
148 return util_make_fragment_tex_shader_writemask( pipe,
149 tex_target,
150 interp_mode,
151 TGSI_WRITEMASK_XYZW );
156 * Make a simple fragment texture shader which reads an X component from
157 * a texture and writes it as depth.
159 void *
160 util_make_fragment_tex_shader_writedepth(struct pipe_context *pipe,
161 unsigned tex_target,
162 unsigned interp_mode)
164 struct ureg_program *ureg;
165 struct ureg_src sampler;
166 struct ureg_src tex;
167 struct ureg_dst out, depth;
168 struct ureg_src imm;
170 ureg = ureg_create( TGSI_PROCESSOR_FRAGMENT );
171 if (ureg == NULL)
172 return NULL;
174 sampler = ureg_DECL_sampler( ureg, 0 );
176 tex = ureg_DECL_fs_input( ureg,
177 TGSI_SEMANTIC_GENERIC, 0,
178 interp_mode );
180 out = ureg_DECL_output( ureg,
181 TGSI_SEMANTIC_COLOR,
182 0 );
184 depth = ureg_DECL_output( ureg,
185 TGSI_SEMANTIC_POSITION,
186 0 );
188 imm = ureg_imm4f( ureg, 0, 0, 0, 1 );
190 ureg_MOV( ureg, out, imm );
192 ureg_TEX( ureg,
193 ureg_writemask(depth, TGSI_WRITEMASK_Z),
194 tex_target, tex, sampler );
195 ureg_END( ureg );
197 return ureg_create_shader_and_destroy( ureg, pipe );
202 * Make simple fragment color pass-through shader.
204 void *
205 util_make_fragment_passthrough_shader(struct pipe_context *pipe)
207 return util_make_fragment_cloneinput_shader(pipe, 1, TGSI_SEMANTIC_COLOR,
208 TGSI_INTERPOLATE_PERSPECTIVE);
213 * Make a fragment shader that copies the input color to N output colors.
215 void *
216 util_make_fragment_cloneinput_shader(struct pipe_context *pipe, int num_cbufs,
217 int input_semantic,
218 int input_interpolate)
220 struct ureg_program *ureg;
221 struct ureg_src src;
222 struct ureg_dst dst[PIPE_MAX_COLOR_BUFS];
223 int i;
225 assert(num_cbufs <= PIPE_MAX_COLOR_BUFS);
227 ureg = ureg_create( TGSI_PROCESSOR_FRAGMENT );
228 if (ureg == NULL)
229 return NULL;
231 src = ureg_DECL_fs_input( ureg, input_semantic, 0,
232 input_interpolate );
234 for (i = 0; i < num_cbufs; i++)
235 dst[i] = ureg_DECL_output( ureg, TGSI_SEMANTIC_COLOR, i );
237 for (i = 0; i < num_cbufs; i++)
238 ureg_MOV( ureg, dst[i], src );
240 ureg_END( ureg );
242 return ureg_create_shader_and_destroy( ureg, pipe );