aboutsummaryrefslogtreecommitdiff
path: root/mesalib/src/gallium/auxiliary/util/u_simple_shaders.c
diff options
context:
space:
mode:
Diffstat (limited to 'mesalib/src/gallium/auxiliary/util/u_simple_shaders.c')
-rw-r--r--mesalib/src/gallium/auxiliary/util/u_simple_shaders.c243
1 files changed, 243 insertions, 0 deletions
diff --git a/mesalib/src/gallium/auxiliary/util/u_simple_shaders.c b/mesalib/src/gallium/auxiliary/util/u_simple_shaders.c
new file mode 100644
index 000000000..141763190
--- /dev/null
+++ b/mesalib/src/gallium/auxiliary/util/u_simple_shaders.c
@@ -0,0 +1,243 @@
+/**************************************************************************
+ *
+ * Copyright 2008 Tungsten Graphics, Inc., Cedar Park, Texas.
+ * All Rights Reserved.
+ * Copyright 2009 Marek Olšák <maraeo@gmail.com>
+ *
+ * Permission is hereby granted, free of charge, to any person obtaining a
+ * copy of this software and associated documentation files (the
+ * "Software"), to deal in the Software without restriction, including
+ * without limitation the rights to use, copy, modify, merge, publish,
+ * distribute, sub license, and/or sell copies of the Software, and to
+ * permit persons to whom the Software is furnished to do so, subject to
+ * the following conditions:
+ *
+ * The above copyright notice and this permission notice (including the
+ * next paragraph) shall be included in all copies or substantial portions
+ * of the Software.
+ *
+ * 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
+ * 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.
+ *
+ **************************************************************************/
+
+/**
+ * @file
+ * Simple vertex/fragment shader generators.
+ *
+ * @author Brian Paul
+ Marek Olšák
+ */
+
+
+#include "pipe/p_context.h"
+#include "pipe/p_shader_tokens.h"
+#include "pipe/p_state.h"
+#include "util/u_simple_shaders.h"
+#include "util/u_debug.h"
+#include "tgsi/tgsi_ureg.h"
+
+
+
+/**
+ * Make simple vertex pass-through shader.
+ * \param num_attribs number of attributes to pass through
+ * \param semantic_names array of semantic names for each attribute
+ * \param semantic_indexes array of semantic indexes for each attribute
+ */
+void *
+util_make_vertex_passthrough_shader(struct pipe_context *pipe,
+ uint num_attribs,
+ const uint *semantic_names,
+ const uint *semantic_indexes)
+{
+ struct ureg_program *ureg;
+ uint i;
+
+ ureg = ureg_create( TGSI_PROCESSOR_VERTEX );
+ if (ureg == NULL)
+ return NULL;
+
+ for (i = 0; i < num_attribs; i++) {
+ struct ureg_src src;
+ struct ureg_dst dst;
+
+ src = ureg_DECL_vs_input( ureg, i );
+
+ dst = ureg_DECL_output( ureg,
+ semantic_names[i],
+ semantic_indexes[i]);
+
+ ureg_MOV( ureg, dst, src );
+ }
+
+ 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;
+ * END;
+ *
+ * \param tex_target one of PIPE_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 )
+{
+ struct ureg_program *ureg;
+ struct ureg_src sampler;
+ struct ureg_src tex;
+ struct ureg_dst out;
+
+ assert(interp_mode == TGSI_INTERPOLATE_LINEAR ||
+ interp_mode == TGSI_INTERPOLATE_PERSPECTIVE);
+
+ ureg = ureg_create( TGSI_PROCESSOR_FRAGMENT );
+ if (ureg == NULL)
+ return NULL;
+
+ sampler = ureg_DECL_sampler( ureg, 0 );
+
+ tex = ureg_DECL_fs_input( ureg,
+ TGSI_SEMANTIC_GENERIC, 0,
+ interp_mode );
+
+ out = ureg_DECL_output( ureg,
+ TGSI_SEMANTIC_COLOR,
+ 0 );
+
+ if (writemask != TGSI_WRITEMASK_XYZW) {
+ struct ureg_src imm = ureg_imm4f( ureg, 0, 0, 0, 1 );
+
+ ureg_MOV( ureg, out, imm );
+ }
+
+ ureg_TEX( ureg,
+ ureg_writemask(out, writemask),
+ tex_target, tex, sampler );
+ ureg_END( ureg );
+
+ return ureg_create_shader_and_destroy( ureg, 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
+ */
+void *
+util_make_fragment_tex_shader(struct pipe_context *pipe, unsigned tex_target,
+ unsigned interp_mode)
+{
+ return util_make_fragment_tex_shader_writemask( pipe,
+ tex_target,
+ interp_mode,
+ TGSI_WRITEMASK_XYZW );
+}
+
+
+/**
+ * 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)
+{
+ struct ureg_program *ureg;
+ struct ureg_src sampler;
+ struct ureg_src tex;
+ struct ureg_dst out, depth;
+ struct ureg_src imm;
+
+ ureg = ureg_create( TGSI_PROCESSOR_FRAGMENT );
+ if (ureg == NULL)
+ return NULL;
+
+ sampler = ureg_DECL_sampler( ureg, 0 );
+
+ 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_TEX( ureg,
+ ureg_writemask(depth, TGSI_WRITEMASK_Z),
+ tex_target, tex, sampler );
+ ureg_END( ureg );
+
+ return ureg_create_shader_and_destroy( ureg, pipe );
+}
+
+
+/**
+ * Make simple fragment color pass-through shader.
+ */
+void *
+util_make_fragment_passthrough_shader(struct pipe_context *pipe)
+{
+ return util_make_fragment_cloneinput_shader(pipe, 1, TGSI_SEMANTIC_COLOR,
+ TGSI_INTERPOLATE_PERSPECTIVE);
+}
+
+
+/**
+ * Make a fragment shader that copies the input color to N output colors.
+ */
+void *
+util_make_fragment_cloneinput_shader(struct pipe_context *pipe, int num_cbufs,
+ int input_semantic,
+ int input_interpolate)
+{
+ struct ureg_program *ureg;
+ struct ureg_src src;
+ struct ureg_dst dst[PIPE_MAX_COLOR_BUFS];
+ int i;
+
+ assert(num_cbufs <= PIPE_MAX_COLOR_BUFS);
+
+ ureg = ureg_create( TGSI_PROCESSOR_FRAGMENT );
+ if (ureg == NULL)
+ return NULL;
+
+ src = ureg_DECL_fs_input( ureg, input_semantic, 0,
+ input_interpolate );
+
+ for (i = 0; i < num_cbufs; i++)
+ dst[i] = ureg_DECL_output( ureg, TGSI_SEMANTIC_COLOR, i );
+
+ for (i = 0; i < num_cbufs; i++)
+ ureg_MOV( ureg, dst[i], src );
+
+ ureg_END( ureg );
+
+ return ureg_create_shader_and_destroy( ureg, pipe );
+}