/************************************************************************** * * Copyright 2008 Tungsten Graphics, Inc., Cedar Park, Texas. * All Rights Reserved. * Copyright 2009 Marek Olšák * * 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 ); }