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/*
* Copyright (C) 2014 Rob Clark <robclark@freedesktop.org>
*
* 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, sublicense,
* 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 NONINFRINGEMENT. IN NO EVENT SHALL
* THE AUTHORS OR COPYRIGHT HOLDERS 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.
*
* Authors:
* Rob Clark <robclark@freedesktop.org>
*/
#ifndef TGSI_LOWERING_H_
#define TGSI_LOWERING_H_
#include "pipe/p_shader_tokens.h"
#include "tgsi/tgsi_scan.h"
struct tgsi_lowering_config
{
/* For fragment shaders, generate a shader that emulates two
* sided color by inserting a BGCOLOR input for each COLOR
* input, and insert a CMP instruction to select the correct
* color to use based on the TGSI_SEMANTIC_FACE input.
*
* Note that drivers which use this to emulate two sided color
* will:
* a) need to generate (on demand) alternate shaders to use
* depending on the rasterizer state (ie. whether two
* sided shading enabled)
* b) expect to see the BGCOLOR semantic name in fragment
* shaders. During linkage, the driver should simply
* map VS.OUT.BGCOLOR[n] to FS.IN.BGCOLOR[n] (in the
* same was as linking other outs/ins).
*/
unsigned color_two_side:1;
/* TODO support for alpha_to_one as well?? */
/* Individual OPC lowerings, if lower_<opc> is TRUE then
* enable lowering of TGSI_OPCODE_<opc>
*/
unsigned lower_DST:1;
unsigned lower_XPD:1;
unsigned lower_SCS:1;
unsigned lower_LRP:1;
unsigned lower_FRC:1;
unsigned lower_POW:1;
unsigned lower_LIT:1;
unsigned lower_EXP:1;
unsigned lower_LOG:1;
unsigned lower_DP4:1;
unsigned lower_DP3:1;
unsigned lower_DPH:1;
unsigned lower_DP2:1;
unsigned lower_DP2A:1;
unsigned lower_FLR:1;
unsigned lower_CEIL:1;
unsigned lower_TRUNC:1;
/* bitmask of (1 << TGSI_TEXTURE_type): */
unsigned lower_TXP;
/* To emulate certain texture wrap modes, this can be used
* to saturate the specified tex coord to [0.0, 1.0]. The
* bits are according to sampler #, ie. if, for example:
*
* (conf->saturate_s & (1 << n))
*
* is true, then the s coord for sampler n is saturated.
*/
unsigned saturate_s, saturate_t, saturate_r;
};
const struct tgsi_token *
tgsi_transform_lowering(const struct tgsi_lowering_config *config,
const struct tgsi_token *tokens,
struct tgsi_shader_info *info);
#endif /* FREEDRENO_LOWERING_H_ */
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