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-rw-r--r--src/gallium/auxiliary/util/u_blitter.c32
-rw-r--r--src/gallium/auxiliary/util/u_simple_shaders.c11
-rw-r--r--src/gallium/auxiliary/util/u_simple_shaders.h4
3 files changed, 22 insertions, 25 deletions
diff --git a/src/gallium/auxiliary/util/u_blitter.c b/src/gallium/auxiliary/util/u_blitter.c
index 31fc75aa11..bd9e65f43b 100644
--- a/src/gallium/auxiliary/util/u_blitter.c
+++ b/src/gallium/auxiliary/util/u_blitter.c
@@ -63,8 +63,7 @@ struct blitter_context_priv
/* Constant state objects. */
/* Vertex shaders. */
- void *vs_col; /**< Vertex shader which passes {pos, color} to the output */
- void *vs_tex; /**< Vertex shader which passes {pos, texcoord} to the output.*/
+ void *vs; /**< Vertex shader which passes {pos, generic} to the output.*/
/* Fragment shaders. */
/* The shader at index i outputs color to color buffers 0,1,...,i-1. */
@@ -211,20 +210,12 @@ struct blitter_context *util_blitter_create(struct pipe_context *pipe)
/* fragment shaders are created on-demand */
- /* vertex shaders */
- {
- const uint semantic_names[] = { TGSI_SEMANTIC_POSITION,
- TGSI_SEMANTIC_COLOR };
- const uint semantic_indices[] = { 0, 0 };
- ctx->vs_col =
- util_make_vertex_passthrough_shader(pipe, 2, semantic_names,
- semantic_indices);
- }
+ /* vertex shader */
{
const uint semantic_names[] = { TGSI_SEMANTIC_POSITION,
TGSI_SEMANTIC_GENERIC };
const uint semantic_indices[] = { 0, 0 };
- ctx->vs_tex =
+ ctx->vs =
util_make_vertex_passthrough_shader(pipe, 2, semantic_names,
semantic_indices);
}
@@ -257,8 +248,7 @@ void util_blitter_destroy(struct blitter_context *blitter)
pipe->delete_depth_stencil_alpha_state(pipe, ctx->dsa_flush_depth_stencil);
pipe->delete_rasterizer_state(pipe, ctx->rs_state);
- pipe->delete_vs_state(pipe, ctx->vs_col);
- pipe->delete_vs_state(pipe, ctx->vs_tex);
+ pipe->delete_vs_state(pipe, ctx->vs);
pipe->delete_vertex_elements_state(pipe, ctx->velem_state);
for (i = 0; i < PIPE_MAX_TEXTURE_TYPES; i++) {
@@ -569,7 +559,9 @@ void *blitter_get_fs_col(struct blitter_context_priv *ctx, unsigned num_cbufs)
if (!ctx->fs_col[num_cbufs])
ctx->fs_col[num_cbufs] =
- util_make_fragment_clonecolor_shader(pipe, num_cbufs);
+ util_make_fragment_cloneinput_shader(pipe, num_cbufs,
+ TGSI_SEMANTIC_GENERIC,
+ TGSI_INTERPOLATE_LINEAR);
return ctx->fs_col[num_cbufs];
}
@@ -700,7 +692,7 @@ void util_blitter_clear(struct blitter_context *blitter,
pipe->bind_rasterizer_state(pipe, ctx->rs_state);
pipe->bind_vertex_elements_state(pipe, ctx->velem_state);
pipe->bind_fs_state(pipe, blitter_get_fs_col(ctx, num_cbufs));
- pipe->bind_vs_state(pipe, ctx->vs_col);
+ pipe->bind_vs_state(pipe, ctx->vs);
blitter_set_dst_dimensions(ctx, width, height);
blitter->draw_rectangle(blitter, 0, 0, width, height, depth,
@@ -813,7 +805,7 @@ void util_blitter_copy_region(struct blitter_context *blitter,
/* Set rasterizer state, shaders, and textures. */
pipe->bind_rasterizer_state(pipe, ctx->rs_state);
- pipe->bind_vs_state(pipe, ctx->vs_tex);
+ pipe->bind_vs_state(pipe, ctx->vs);
pipe->bind_fragment_sampler_states(pipe, 1,
blitter_get_sampler_state(ctx, subsrc.level, normalized));
pipe->bind_vertex_elements_state(pipe, ctx->velem_state);
@@ -890,7 +882,7 @@ void util_blitter_clear_render_target(struct blitter_context *blitter,
pipe->bind_depth_stencil_alpha_state(pipe, ctx->dsa_keep_depth_stencil);
pipe->bind_rasterizer_state(pipe, ctx->rs_state);
pipe->bind_fs_state(pipe, blitter_get_fs_col(ctx, 1));
- pipe->bind_vs_state(pipe, ctx->vs_col);
+ pipe->bind_vs_state(pipe, ctx->vs);
pipe->bind_vertex_elements_state(pipe, ctx->velem_state);
/* set a framebuffer state */
@@ -950,7 +942,7 @@ void util_blitter_clear_depth_stencil(struct blitter_context *blitter,
pipe->bind_rasterizer_state(pipe, ctx->rs_state);
pipe->bind_fs_state(pipe, blitter_get_fs_col(ctx, 0));
- pipe->bind_vs_state(pipe, ctx->vs_col);
+ pipe->bind_vs_state(pipe, ctx->vs);
pipe->bind_vertex_elements_state(pipe, ctx->velem_state);
/* set a framebuffer state */
@@ -991,7 +983,7 @@ void util_blitter_custom_depth_stencil(struct blitter_context *blitter,
pipe->bind_rasterizer_state(pipe, ctx->rs_state);
pipe->bind_fs_state(pipe, blitter_get_fs_col(ctx, 0));
- pipe->bind_vs_state(pipe, ctx->vs_col);
+ pipe->bind_vs_state(pipe, ctx->vs);
pipe->bind_vertex_elements_state(pipe, ctx->velem_state);
/* set a framebuffer state */
diff --git a/src/gallium/auxiliary/util/u_simple_shaders.c b/src/gallium/auxiliary/util/u_simple_shaders.c
index 58ef68377f..b0f2dd8aa2 100644
--- a/src/gallium/auxiliary/util/u_simple_shaders.c
+++ b/src/gallium/auxiliary/util/u_simple_shaders.c
@@ -204,7 +204,8 @@ util_make_fragment_tex_shader_writedepth(struct pipe_context *pipe,
void *
util_make_fragment_passthrough_shader(struct pipe_context *pipe)
{
- return util_make_fragment_clonecolor_shader(pipe, 1);
+ return util_make_fragment_cloneinput_shader(pipe, 1, TGSI_SEMANTIC_COLOR,
+ TGSI_INTERPOLATE_PERSPECTIVE);
}
@@ -212,7 +213,9 @@ util_make_fragment_passthrough_shader(struct pipe_context *pipe)
* 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)
+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;
@@ -225,8 +228,8 @@ util_make_fragment_clonecolor_shader(struct pipe_context *pipe, int num_cbufs)
if (ureg == NULL)
return NULL;
- src = ureg_DECL_fs_input( ureg, TGSI_SEMANTIC_COLOR, 0,
- TGSI_INTERPOLATE_PERSPECTIVE );
+ 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 );
diff --git a/src/gallium/auxiliary/util/u_simple_shaders.h b/src/gallium/auxiliary/util/u_simple_shaders.h
index 4aa34bc475..1bfec183e3 100644
--- a/src/gallium/auxiliary/util/u_simple_shaders.h
+++ b/src/gallium/auxiliary/util/u_simple_shaders.h
@@ -71,7 +71,9 @@ util_make_fragment_passthrough_shader(struct pipe_context *pipe);
extern void *
-util_make_fragment_clonecolor_shader(struct pipe_context *pipe, int num_cbufs);
+util_make_fragment_cloneinput_shader(struct pipe_context *pipe, int num_cbufs,
+ int input_semantic,
+ int input_interpolate);
#ifdef __cplusplus
}