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 );