/************************************************************************** * * Copyright 2008 Tungsten Graphics, Inc., Cedar Park, Texas. * All Rights Reserved. * * 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 */ #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. */ 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 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), TGSI_TEXTURE_2D, tex, sampler ); ureg_END( ureg ); return ureg_create_shader_and_destroy( ureg, pipe ); } void * util_make_fragment_tex_shader(struct pipe_context *pipe ) { return util_make_fragment_tex_shader_writemask( pipe, TGSI_WRITEMASK_XYZW ); } /** * Make simple fragment color pass-through shader. */ void * util_make_fragment_passthrough_shader(struct pipe_context *pipe) { struct ureg_program *ureg; struct ureg_src src; struct ureg_dst dst; ureg = ureg_create( TGSI_PROCESSOR_FRAGMENT ); if (ureg == NULL) return NULL; src = ureg_DECL_fs_input( ureg, TGSI_SEMANTIC_COLOR, 0, TGSI_INTERPOLATE_PERSPECTIVE ); dst = ureg_DECL_output( ureg, TGSI_SEMANTIC_COLOR, 0 ); ureg_MOV( ureg, dst, src ); ureg_END( ureg ); return ureg_create_shader_and_destroy( ureg, pipe ); }