diff options
author | Marek Olšák <[email protected]> | 2009-12-12 06:34:29 +0100 |
---|---|---|
committer | Keith Whitwell <[email protected]> | 2009-12-15 17:59:50 +0000 |
commit | dff4c9ed559ae025d1d8fe7b9d1cea5a973c2225 (patch) | |
tree | 510b4c7df0c3f12caa26c80d9db84e90da2595f9 /src/gallium/auxiliary/util/u_simple_shaders.c | |
parent | 3a15c48ecedb985e2cecaaa9061ff579092069f1 (diff) |
util: add new fragment shaders to simple_shaders
New shaders:
* Fragment shader which writes depth sampled from a texture
* Fragment shader which copies COLOR[0] to multiple render targets
Additional improvements:
* The fragment 'tex' shaders now take a sampler type (TGSI_TEXTURE_*)
so that they can sample from any type of texture, not only from a 2D one.
Diffstat (limited to 'src/gallium/auxiliary/util/u_simple_shaders.c')
-rw-r--r-- | src/gallium/auxiliary/util/u_simple_shaders.c | 70 |
1 files changed, 63 insertions, 7 deletions
diff --git a/src/gallium/auxiliary/util/u_simple_shaders.c b/src/gallium/auxiliary/util/u_simple_shaders.c index 1c8b157d91f..8172ead0201 100644 --- a/src/gallium/auxiliary/util/u_simple_shaders.c +++ b/src/gallium/auxiliary/util/u_simple_shaders.c @@ -2,6 +2,7 @@ * * Copyright 2008 Tungsten Graphics, Inc., Cedar Park, Texas. * All Rights Reserved. + * Copyright 2009 Marek Olšák <[email protected]> * * Permission is hereby granted, free of charge, to any person obtaining a * copy of this software and associated documentation files (the @@ -30,6 +31,7 @@ * Simple vertex/fragment shader generators. * * @author Brian Paul + Marek Olšák */ @@ -87,6 +89,7 @@ util_make_vertex_passthrough_shader(struct pipe_context *pipe, */ void * util_make_fragment_tex_shader_writemask(struct pipe_context *pipe, + unsigned tex_target, unsigned writemask ) { struct ureg_program *ureg; @@ -116,20 +119,63 @@ util_make_fragment_tex_shader_writemask(struct pipe_context *pipe, ureg_TEX( ureg, ureg_writemask(out, writemask), - TGSI_TEXTURE_2D, tex, sampler ); + tex_target, tex, sampler ); ureg_END( ureg ); return ureg_create_shader_and_destroy( ureg, pipe ); } void * -util_make_fragment_tex_shader(struct pipe_context *pipe ) +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. @@ -137,9 +183,18 @@ util_make_fragment_tex_shader(struct pipe_context *pipe ) void * util_make_fragment_passthrough_shader(struct pipe_context *pipe) { + return util_make_fragment_clonecolor_shader(pipe, 1); +} + +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; + struct ureg_dst dst[8]; + int i; + + assert(num_cbufs <= 8); ureg = ureg_create( TGSI_PROCESSOR_FRAGMENT ); if (ureg == NULL) @@ -148,12 +203,13 @@ util_make_fragment_passthrough_shader(struct pipe_context *pipe) src = ureg_DECL_fs_input( ureg, TGSI_SEMANTIC_COLOR, 0, TGSI_INTERPOLATE_PERSPECTIVE ); - dst = ureg_DECL_output( ureg, TGSI_SEMANTIC_COLOR, 0 ); + 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_MOV( ureg, dst, src ); ureg_END( ureg ); return ureg_create_shader_and_destroy( ureg, pipe ); } - - |