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- /**************************************************************************
- *
- * 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 "util/u_simple_shaders.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;
- */
- void *
- util_make_fragment_tex_shader_writemask(struct pipe_context *pipe,
- unsigned tex_target,
- unsigned writemask )
- {
- struct ureg_program *ureg;
- struct ureg_src sampler;
- struct ureg_src tex;
- struct ureg_dst out;
-
- 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,
- TGSI_INTERPOLATE_PERSPECTIVE );
-
- 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 )
- {
- return util_make_fragment_tex_shader_writemask( pipe,
- tex_target,
- 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)
- {
- 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,
- TGSI_INTERPOLATE_PERSPECTIVE );
-
- 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_clonecolor_shader(pipe, 1);
- }
-
-
- /**
- * Make a fragment shader that copies the input color to N output colors.
- */
- void *
- util_make_fragment_clonecolor_shader(struct pipe_context *pipe, int num_cbufs)
- {
- struct ureg_program *ureg;
- struct ureg_src src;
- struct ureg_dst dst[8];
- int i;
-
- assert(num_cbufs <= 8);
-
- ureg = ureg_create( TGSI_PROCESSOR_FRAGMENT );
- if (ureg == NULL)
- return NULL;
-
- src = ureg_DECL_fs_input( ureg, TGSI_SEMANTIC_COLOR, 0,
- TGSI_INTERPOLATE_PERSPECTIVE );
-
- 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 );
- }
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