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 "pipe/p_state.h"
41 #include "util/u_simple_shaders.h"
42 #include "util/u_debug.h"
43 #include "tgsi/tgsi_ureg.h"
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
54 util_make_vertex_passthrough_shader(struct pipe_context
*pipe
,
56 const uint
*semantic_names
,
57 const uint
*semantic_indexes
)
59 struct ureg_program
*ureg
;
62 ureg
= ureg_create( TGSI_PROCESSOR_VERTEX
);
66 for (i
= 0; i
< num_attribs
; i
++) {
70 src
= ureg_DECL_vs_input( ureg
, i
);
72 dst
= ureg_DECL_output( ureg
,
76 ureg_MOV( ureg
, dst
, src
);
81 return ureg_create_shader_and_destroy( ureg
, pipe
);
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;
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
97 util_make_fragment_tex_shader_writemask(struct pipe_context
*pipe
,
102 struct ureg_program
*ureg
;
103 struct ureg_src sampler
;
107 assert(interp_mode
== TGSI_INTERPOLATE_LINEAR
||
108 interp_mode
== TGSI_INTERPOLATE_PERSPECTIVE
);
110 ureg
= ureg_create( TGSI_PROCESSOR_FRAGMENT
);
114 sampler
= ureg_DECL_sampler( ureg
, 0 );
116 tex
= ureg_DECL_fs_input( ureg
,
117 TGSI_SEMANTIC_GENERIC
, 0,
120 out
= ureg_DECL_output( ureg
,
124 if (writemask
!= TGSI_WRITEMASK_XYZW
) {
125 struct ureg_src imm
= ureg_imm4f( ureg
, 0, 0, 0, 1 );
127 ureg_MOV( ureg
, out
, imm
);
131 ureg_writemask(out
, writemask
),
132 tex_target
, tex
, sampler
);
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
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
,
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.
160 util_make_fragment_tex_shader_writedepth(struct pipe_context
*pipe
,
162 unsigned interp_mode
)
164 struct ureg_program
*ureg
;
165 struct ureg_src sampler
;
167 struct ureg_dst out
, depth
;
170 ureg
= ureg_create( TGSI_PROCESSOR_FRAGMENT
);
174 sampler
= ureg_DECL_sampler( ureg
, 0 );
176 tex
= ureg_DECL_fs_input( ureg
,
177 TGSI_SEMANTIC_GENERIC
, 0,
180 out
= ureg_DECL_output( ureg
,
184 depth
= ureg_DECL_output( ureg
,
185 TGSI_SEMANTIC_POSITION
,
188 imm
= ureg_imm4f( ureg
, 0, 0, 0, 1 );
190 ureg_MOV( ureg
, out
, imm
);
193 ureg_writemask(depth
, TGSI_WRITEMASK_Z
),
194 tex_target
, tex
, sampler
);
197 return ureg_create_shader_and_destroy( ureg
, pipe
);
202 * Make simple fragment color pass-through shader.
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.
216 util_make_fragment_cloneinput_shader(struct pipe_context
*pipe
, int num_cbufs
,
218 int input_interpolate
)
220 struct ureg_program
*ureg
;
222 struct ureg_dst dst
[PIPE_MAX_COLOR_BUFS
];
225 assert(num_cbufs
<= PIPE_MAX_COLOR_BUFS
);
227 ureg
= ureg_create( TGSI_PROCESSOR_FRAGMENT
);
231 src
= ureg_DECL_fs_input( ureg
, input_semantic
, 0,
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
);
242 return ureg_create_shader_and_destroy( ureg
, pipe
);